Scripted effect
nerge_check_commander_trait_effect
nerge_check_commander_trait_effect = { TRAIT = … }game/common/scripted_effects/00_hunt_effects.txt, line 4291 (10 lines). Parameters: $TRAIT$.
nerge_check_commander_trait_effect is a scripted effect in Crusader Kings III, written at line 4291 of its file. A call passes 1 parameter: TRAIT. The game's script calls it in 1 place, among them nerge_commander_trait_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.
What it does
- prev › If does not have the Trait: …:
add_trait_force_tooltip = $TRAIT$
• 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 (10 lines of game script)
nerge_check_commander_trait_effect = {
prev = {
if = {
limit = {
NOT = { has_trait = $TRAIT$ }
}
add_trait_force_tooltip = $TRAIT$
}
}
}As written in game/common/scripted_effects/00_hunt_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls nerge_check_commander_trait_effect.
Scripted effects (1)
Source: game/common/scripted_effects/00_hunt_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.