CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

mystic_lifestyle_point_gain_effect

mystic_lifestyle_point_gain_effect = { VALUE = … }

game/common/scripted_effects/00_lifestyle_focus_effects.txt, line 612 (134 lines). Parameters: $VALUE$.

mystic_lifestyle_point_gain_effect is a scripted effect in Crusader Kings III, written at line 612 of its file. A call passes 1 parameter: VALUE. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_lifestyle_focus_effects.txt.

What it does

  • If

    Then

    • If

      • If

        Then

        • Mystic lifestyle progress at least local var:mystic check tooltip value

        Otherwise

        • Mystic lifestyle progress at least mystic first rank up threshold

      Then

• 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 (120 lines of game script)
mystic_lifestyle_point_gain_effect = {
	# Expects VALUE

	# Tooltip stuff first:
	show_as_tooltip = {
		if = {
			limit = { # No further rank ups if you're already at max
				NAND = {
					has_trait = lifestyle_mystic
					has_trait_xp = {
						trait = lifestyle_mystic
						value >= 100
					}
				}
				exists = var:mystic_lifestyle_progress # This assumes you can never progress the lifestyle on the first point gain
			}
			# Show rank-up tooltip if relevant
			if = {
				limit = {
					has_trait = lifestyle_mystic
					has_trait_xp = {
						trait = lifestyle_mystic
						value >= 100
					}
				}
				set_local_variable = {
					name = mystic_check_tooltip_value
					value = mystic_second_rank_up_threshold
				}
			}
			else = {
				set_local_variable = {
					name = mystic_check_tooltip_value
					value = mystic_first_rank_up_threshold
				}
			}
			change_local_variable = {
				name = mystic_check_tooltip_value
				subtract = $VALUE$
			}
			if = {
				limit = {
					trigger_if = { # If Mystic 2, use the higher threshold
						limit = {
							AND = {
								has_trait = lifestyle_mystic
								has_trait_xp = {
									trait = lifestyle_mystic
									value >= 50
								}
								has_trait_xp = {
									trait = lifestyle_mystic
									value < 100
								}
							}
						}
						var:mystic_lifestyle_progress >= local_var:mystic_check_tooltip_value
					}
					trigger_else = {
						var:mystic_lifestyle_progress >= mystic_first_rank_up_threshold
					}
				}
				mystic_lifestyle_rank_up_effect = yes
			}
		}
	}
	# Actually run the lifestyle experience/rank-up gain effect:
	hidden_effect = {
		if = {
			limit = { # No further rank ups if you're already at max
				NAND = {
					has_trait = lifestyle_mystic
					has_trait_xp = {
						trait = lifestyle_mystic
						value >= 100
					}
				}
			}
			if = {
				limit = {
					NOT = { exists = var:mystic_lifestyle_progress }
				}
				set_variable = {
					name = mystic_lifestyle_progress
					value = $VALUE$
				}
			}
			else = {
				change_variable = {
					name = mystic_lifestyle_progress
					add = $VALUE$
				}
			}

			# Rank up if relevant
			if = {
				limit = {
					trigger_if = { # If Mystic 2, use the higher threshold
						limit = {
							has_trait = lifestyle_mystic
							has_trait_xp = {
								trait = lifestyle_mystic
								value >= 50
							}
						}
						var:mystic_lifestyle_progress >= mystic_second_rank_up_threshold
					}
					trigger_else = {
						var:mystic_lifestyle_progress >= mystic_first_rank_up_threshold
					}
				}
				mystic_lifestyle_rank_up_effect = yes
				# Remove the variable if you reach max rank
				if = {
					limit = {
						has_trait = lifestyle_mystic
							has_trait_xp = {
								trait = lifestyle_mystic
								value >= 100
							}

As written in game/common/scripted_effects/00_lifestyle_focus_effects.txt.

The first 120 of its 134 lines; the rest is in game/common/scripted_effects/00_lifestyle_focus_effects.txt from line 612.

Where it is used

No file of common/, events/ or history/ calls it.

Source: game/common/scripted_effects/00_lifestyle_focus_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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