CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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.

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