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

nerge_progression_effect

nerge_progression_effect = { VALUE = … }

game/common/scripted_effects/00_hunt_effects.txt, line 4418 (67 lines). Parameters: $VALUE$.

nerge_progression_effect is a scripted effect in Crusader Kings III, written at line 4418 of its file. A call passes 1 parameter: VALUE. The game's script calls it in 4 places, among them nerge_progression_large_effect (scripted effect), nerge_progression_medium_effect (scripted effect) and nerge_progression_small_effect (scripted effect). Its body carries 4 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.

What it does

  • If

    • One of these

      • Is played by a person
      • or

        this = involved_activity.activity_host

    Then

    • If

      • $VALUE$ <= 2

      Then

      Else if

      • $VALUE$ <= 5

      Then

      Else if

      • $VALUE$ <= 9

      Then

      Else if

      • $VALUE$ >= 13

      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 (67 lines of game script)
nerge_progression_effect = {
	save_temporary_scope_as = root_scope
	save_scope_value_as = {
		name = amount_of_players
		value = {
			scope:activity = {
				every_attending_character = {
					limit = {
						OR = {
							is_ai = no
							this = involved_activity.activity_host
						}
					}
					add = 1
				}
			}
			min = 1
		}
	}
	if = {
		limit = {
			OR = {
				is_ai = no
				this = involved_activity.activity_host
			}
		}
		scope:activity ?= {
			if = {
				limit = {
					exists = var:activity_special_type_progression
				}
				change_variable = {
					name = activity_special_type_progression
					add = {
						value = $VALUE$
						multiply = nerge_score_multiplier_value
						divide = scope:amount_of_players
					}
				}
			}
		}
		if = {
			limit = {
				$VALUE$ <= 2
			}
			custom_tooltip = nerge_outcome_boost_tiny
		}
		else_if = {
			limit = {
				$VALUE$ <= 5
			}
			custom_tooltip = nerge_outcome_boost_small
		}
		else_if = {
			limit = {
				$VALUE$ <= 9
			}
			custom_tooltip = nerge_outcome_boost_medium
		}
		else_if = {
			limit = {
				$VALUE$ >= 13
			}
			custom_tooltip = nerge_outcome_boost_large
		}
	}
}

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_progression_effect.

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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