Scripted effect · Khans of the Steppe files
nomad_domicile_refund_effect
nomad_domicile_refund_effect = yesgame/common/scripted_effects/09_dlc_mpo_scripted_effects.txt, line 3075 (26 lines). No parameters.
nomad_domicile_refund_effect is a scripted effect in Crusader Kings III, in the Khans of the Steppe files, written at line 3075 of its file. It takes no parameters: nomad_domicile_refund_effect = yes. The game's script calls it in 8 places, among them Forsake Nomadism (decision), Move into Conquered Lands (decision) and Reform the Great Khaganate (decision). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.
What it does
- If has a domicile: … Domicile Buildings are exchanged for Gold
• 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 (26 lines of game script)
nomad_domicile_refund_effect = {
#Domicile buildings give cash refund
if = {
limit = {
has_domicile = yes
}
save_scope_as = former_nomad
custom_tooltip = nomad_domicile_buildings_converted
hidden_effect = {
add_gold = {
value = {
value = medium_gold_value
switch = {
trigger = domicile.num_domicile_buildings
7 = { multiply = 7 }
6 = { multiply = 6 }
5 = { multiply = 5 }
4 = { multiply = 4 }
3 = { multiply = 3 }
2 = { multiply = 2 }
}
}
}
}
}
}As written in game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls nomad_domicile_refund_effect.
Events (1)
- The Eternal …
mpo_greatest_of_khans.0030
Source: game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.