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

remove_horse_story_modifiers_effect

remove_horse_story_modifiers_effect = yes

game/common/scripted_effects/00_animal_effects.txt, line 1001 (98 lines). No parameters.

remove_horse_story_modifiers_effect is a scripted effect in Crusader Kings III, written at line 1001 of its file. It takes no parameters: remove_horse_story_modifiers_effect = yes. The game's script calls it in 9 places, among them Warhorse (story cycle), …: Equine Horror (event warhorse.1401) and …: Equine Horror (event warhorse.1402). Patch 1.20.1.2, from game/common/scripted_effects/00_animal_effects.txt.

What it does

  • If has the Modifier: Warhorse: Loses “Warhorse”
  • If has the Modifier: Strong Warhorse: Loses “Strong Warhorse”
  • If has the Modifier: Agile Warhorse: Loses “Agile Warhorse”
  • If has the Modifier: Enduring Warhorse: Loses “Enduring Warhorse”
  • If has the Modifier: Fierce Warhorse: Loses “Fierce Warhorse”
  • If has the Modifier: Very Strong Warhorse: Loses “Very Strong Warhorse”
  • If has the Modifier: Strong and Agile Warhorse: Loses “Strong and Agile Warhorse”
  • If has the Modifier: Very Agile Warhorse: Loses “Very Agile Warhorse”
  • If has the Modifier: Strong and Enduring Warhorse: Loses “Strong and Enduring Warhorse”
  • If has the Modifier: Agile and Enduring Warhorse: Loses “Agile and Enduring Warhorse”
  • If has the Modifier: Very Enduring Warhorse: Loses “Very Enduring Warhorse”
  • If has the Modifier: Strong and Fierce Warhorse: Loses “Strong and Fierce Warhorse”
  • If has the Modifier: Fierce and Agile Warhorse: Loses “Fierce and Agile Warhorse”
  • If has the Modifier: Fierce and Enduring Warhorse: Loses “Fierce and Enduring Warhorse”
  • If has the Modifier: Very Fierce Warhorse: Loses “Very Fierce Warhorse”

• 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 (98 lines of game script)
remove_horse_story_modifiers_effect = {
	if = {
		limit = {
			has_character_modifier = horse_story_modifier
		}
		remove_character_modifier = horse_story_modifier
	}
	if = {
		limit = {
			has_character_modifier = horse_strength_modifier
		}
		remove_character_modifier = horse_strength_modifier
	}
	if = {
		limit = {
			has_character_modifier = horse_agility_modifier
		}
		remove_character_modifier = horse_agility_modifier
	}
	if = {
		limit = {
			has_character_modifier = horse_endurance_modifier
		}
		remove_character_modifier = horse_endurance_modifier
	}
	if = {
		limit = {
			has_character_modifier = horse_fierceness_modifier
		}
		remove_character_modifier = horse_fierceness_modifier
	}
	if = {
		limit = {
			has_character_modifier = horse_strength_strength_modifier
		}
		remove_character_modifier = horse_strength_strength_modifier
	}
	if = {
		limit = {
			has_character_modifier = horse_agility_strength_modifier
		}
		remove_character_modifier = horse_agility_strength_modifier
	}
	if = {
		limit = {
			has_character_modifier = horse_agility_agility_modifier
		}
		remove_character_modifier = horse_agility_agility_modifier
	}
	if = {
		limit = {
			has_character_modifier = horse_endurance_strength_modifier
		}
		remove_character_modifier = horse_endurance_strength_modifier
	}
	if = {
		limit = {
			has_character_modifier = horse_endurance_agility_modifier
		}
		remove_character_modifier = horse_endurance_agility_modifier
	}
	if = {
		limit = {
			has_character_modifier = horse_endurance_endurance_modifier
		}
		remove_character_modifier = horse_endurance_endurance_modifier
	}
	if = {
		limit = {
			has_character_modifier = horse_fierceness_strength_modifier
		}
		remove_character_modifier = horse_fierceness_strength_modifier
	}
	if = {
		limit = {
			has_character_modifier = horse_fierceness_agility_modifier
		}
		remove_character_modifier = horse_fierceness_agility_modifier
	}
	if = {
		limit = {
			has_character_modifier = horse_fierceness_endurance_modifier
		}
		remove_character_modifier = horse_fierceness_endurance_modifier
	}
	if = {
		limit = {
			has_character_modifier = horse_fierceness_fierceness_modifier
		}
		remove_character_modifier = horse_fierceness_fierceness_modifier
	}
	if = {
		limit = {
			exists = var:warhorse_modifier_level
		}
		remove_variable = warhorse_modifier_level
	}
}

As written in game/common/scripted_effects/00_animal_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls remove_horse_story_modifiers_effect.

Story cycles (1)

  • Warhorse

Events (7)

1 more

Scripted effects inside an event file (1)

  • 1203_prune_horse_stories_effect

Source: game/common/scripted_effects/00_animal_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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