Scripted effect
nerge_commander_trait_effect
nerge_commander_trait_effect = yesgame/common/scripted_effects/00_hunt_effects.txt, line 4316 (101 lines). No parameters.
nerge_commander_trait_effect is a scripted effect in Crusader Kings III, written at line 4316 of its file. It takes no parameters: nerge_commander_trait_effect = yes. The game's script calls it in 4 places, among them hunt_learned_maneuver (activity pulse), Excellent Nerge (event mpo_nerge.0130) and Great Nerge (event mpo_nerge.0125). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.
What it does
- scope:nerge_location › Depending on terrain:
- When terrain is Plains:
nerge_check_commander_trait_xp_effect = { TRAIT = open_terrain_expert }
- When terrain is Farmlands:
nerge_check_commander_trait_xp_effect = { TRAIT = open_terrain_expert }
- When terrain is Steppe:
nerge_check_commander_trait_xp_effect = { TRAIT = open_terrain_expert }
- When terrain is Wetlands:
nerge_check_commander_trait_xp_effect = { TRAIT = rough_terrain_expert }
- When terrain is Hills:
nerge_check_commander_trait_xp_effect = { TRAIT = rough_terrain_expert }
- When terrain is Mountains:
nerge_check_commander_trait_xp_effect = { TRAIT = rough_terrain_expert }
- When terrain is Desert:
nerge_check_commander_trait_xp_effect = { TRAIT = rough_terrain_expert }
- When terrain is Desert Mountains:
nerge_check_commander_trait_xp_effect = { TRAIT = desert_warrior }
- When terrain is Oasis:
nerge_check_commander_trait_xp_effect = { TRAIT = desert_warrior }
- When terrain is Drylands:
nerge_check_commander_trait_xp_effect = { TRAIT = desert_warrior }
- When terrain is Jungle:
nerge_check_commander_trait_xp_effect = { TRAIT = jungle_stalker }
- When terrain is Forest:
nerge_check_commander_trait_xp_effect = { TRAIT = forest_fighter }
- When terrain is Taiga:
nerge_check_commander_trait_xp_effect = { TRAIT = forest_fighter }
- When terrain is Floodplains:
nerge_check_commander_trait_xp_effect = { TRAIT = forder }
- When terrain is Plains:
- If number of commander traits less than 3 › scope:nerge_location › Depending on terrain:
- When terrain is Plains:
nerge_check_commander_trait_effect = { TRAIT = open_terrain_expert }
- When terrain is Farmlands:
nerge_check_commander_trait_effect = { TRAIT = open_terrain_expert }
- When terrain is Steppe:
nerge_check_commander_trait_effect = { TRAIT = open_terrain_expert }
- When terrain is Wetlands:
nerge_check_commander_trait_effect = { TRAIT = rough_terrain_expert }
- When terrain is Hills:
nerge_check_commander_trait_effect = { TRAIT = rough_terrain_expert }
- When terrain is Mountains:
nerge_check_commander_trait_effect = { TRAIT = rough_terrain_expert }
- When terrain is Desert:
nerge_check_commander_trait_effect = { TRAIT = rough_terrain_expert }
- When terrain is Desert Mountains:
nerge_check_commander_trait_effect = { TRAIT = desert_warrior }
- When terrain is Oasis:
nerge_check_commander_trait_effect = { TRAIT = desert_warrior }
- When terrain is Drylands:
nerge_check_commander_trait_effect = { TRAIT = desert_warrior }
- When terrain is Jungle:
nerge_check_commander_trait_effect = { TRAIT = jungle_stalker }
- When terrain is Forest:
nerge_check_commander_trait_effect = { TRAIT = forest_fighter }
- When terrain is Taiga:
nerge_check_commander_trait_effect = { TRAIT = forest_fighter }
- When terrain is Floodplains:
nerge_check_commander_trait_effect = { TRAIT = forder }
- When terrain is Plains:
• 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 (101 lines of game script)
nerge_commander_trait_effect = {
scope:nerge_location = {
switch = {
trigger = terrain
plains = {
nerge_check_commander_trait_xp_effect = { TRAIT = open_terrain_expert }
}
farmlands = {
nerge_check_commander_trait_xp_effect = { TRAIT = open_terrain_expert }
}
steppe = {
nerge_check_commander_trait_xp_effect = { TRAIT = open_terrain_expert }
}
wetlands = {
nerge_check_commander_trait_xp_effect = { TRAIT = rough_terrain_expert }
}
hills = {
nerge_check_commander_trait_xp_effect = { TRAIT = rough_terrain_expert }
}
mountains = {
nerge_check_commander_trait_xp_effect = { TRAIT = rough_terrain_expert }
}
desert = {
nerge_check_commander_trait_xp_effect = { TRAIT = rough_terrain_expert }
}
desert_mountains = {
nerge_check_commander_trait_xp_effect = { TRAIT = desert_warrior }
}
oasis = {
nerge_check_commander_trait_xp_effect = { TRAIT = desert_warrior }
}
drylands = {
nerge_check_commander_trait_xp_effect = { TRAIT = desert_warrior }
}
jungle = {
nerge_check_commander_trait_xp_effect = { TRAIT = jungle_stalker }
}
forest = {
nerge_check_commander_trait_xp_effect = { TRAIT = forest_fighter }
}
taiga = {
nerge_check_commander_trait_xp_effect = { TRAIT = forest_fighter }
}
floodplains = {
nerge_check_commander_trait_xp_effect = { TRAIT = forder }
}
}
}
if = {
limit = {
number_of_commander_traits < 3
}
scope:nerge_location = {
switch = {
trigger = terrain
plains = {
nerge_check_commander_trait_effect = { TRAIT = open_terrain_expert }
}
farmlands = {
nerge_check_commander_trait_effect = { TRAIT = open_terrain_expert }
}
steppe = {
nerge_check_commander_trait_effect = { TRAIT = open_terrain_expert }
}
wetlands = {
nerge_check_commander_trait_effect = { TRAIT = rough_terrain_expert }
}
hills = {
nerge_check_commander_trait_effect = { TRAIT = rough_terrain_expert }
}
mountains = {
nerge_check_commander_trait_effect = { TRAIT = rough_terrain_expert }
}
desert = {
nerge_check_commander_trait_effect = { TRAIT = rough_terrain_expert }
}
desert_mountains = {
nerge_check_commander_trait_effect = { TRAIT = desert_warrior }
}
oasis = {
nerge_check_commander_trait_effect = { TRAIT = desert_warrior }
}
drylands = {
nerge_check_commander_trait_effect = { TRAIT = desert_warrior }
}
jungle = {
nerge_check_commander_trait_effect = { TRAIT = jungle_stalker }
}
forest = {
nerge_check_commander_trait_effect = { TRAIT = forest_fighter }
}
taiga = {
nerge_check_commander_trait_effect = { TRAIT = forest_fighter }
}
floodplains = {
nerge_check_commander_trait_effect = { TRAIT = forder }
}
}
}
}
}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_commander_trait_effect.
Activity pulse actions (1)
- hunt_learned_maneuver
Events (3)
- Excellent Nerge
mpo_nerge.0130 - Great Nerge
mpo_nerge.0125 - Worthy Nerge
mpo_nerge.0120
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.