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

nerge_commander_trait_effect

nerge_commander_trait_effect = yes

game/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

• 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)

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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