CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect · Khans of the Steppe files

mpo_paiza_deal_grade_effect

mpo_paiza_deal_grade_effect = yes

game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt, line 1919 (74 lines). No parameters.

mpo_paiza_deal_grade_effect is a scripted effect in Crusader Kings III, in the Khans of the Steppe files, written at line 1919 of its file. It takes no parameters: mpo_paiza_deal_grade_effect = yes. The game's script calls it in 1 place, among them Foreigner Returns (event mpo_decisions_events.0101). Its body carries 3 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.

What it does

  • Their domicile › Depending on has domicile parameter:
    • When has domicile parameter is nomad yurt paiza more gold lvl 1: Capering Fools:+5% profit increase
    • When has domicile parameter is nomad yurt paiza more gold lvl 2: Capering Fools:+10% profit increase
    • When has domicile parameter is nomad yurt paiza more gold lvl 3: Capering Fools:+20% profit increase

• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists

“They” is whatever it runs on (the scope it is called in). The scripted triggers and effects it calls link to their own pages; $PARAMETERS$ stay as written: each call fills them in.

The script as written (74 lines of game script)
mpo_paiza_deal_grade_effect = {
	if = {
		limit = {
			has_character_flag = established_paiza_system
		}
		set_variable = {
			name = trade_gold_value
			value = {
				value = scope:paiza_merchant.var:paiza_gold_invested
				multiply = 0.4
			}
		}
	}
	else = {
		set_variable = {
			name = trade_gold_value
			value = {
				value = scope:paiza_merchant.var:paiza_gold_invested
				multiply = 0.2
			}
		}
	}

	set_variable = {
		name = trade_gold_percent
		value = 1
	}
	change_variable = {
		name = trade_gold_percent
		add = {
			add = scope:paiza_merchant.sum_of_all_skills_value
			multiply = 0.01
			max = 4
			min = 0
		}
	}
	#custom_tooltip = paiza_merchant_skill_gold_percent
	domicile ?= {
		switch = {
			trigger = has_domicile_parameter
			nomad_yurt_paiza_more_gold_lvl_1 = {
				custom_tooltip = paiza_yurt_gold_percent_1
				root = {
					change_variable = {
						name = trade_gold_percent
						add = 0.05
					}
				}
			}
			nomad_yurt_paiza_more_gold_lvl_2 = {
				custom_tooltip = paiza_yurt_gold_percent_2
				root = {
					change_variable = {
						name = trade_gold_percent
						add = 0.1
					}
				}
			}
			nomad_yurt_paiza_more_gold_lvl_3 = {
				custom_tooltip = paiza_yurt_gold_percent_3
				root = {
					change_variable = {
						name = trade_gold_percent
						add = 0.2
					}
				}
			}
		}
	}
	change_variable = {
		name = trade_gold_value
		multiply = root.var:trade_gold_percent
	}
}

As written in game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls mpo_paiza_deal_grade_effect.

Events (1)

Source: game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

Spotted a mistake on this page?