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

start_warhorse_story_cycle_effect

start_warhorse_story_cycle_effect = yes

game/common/scripted_effects/00_animal_effects.txt, line 733 (10 lines). No parameters.

start_warhorse_story_cycle_effect is a scripted effect in Crusader Kings III, written at line 733 of its file. It takes no parameters: start_warhorse_story_cycle_effect = yes. The game's script calls it in 10 places, among them Abandoned, No Longer (event mpo_temujin_flavor.0001), An Outdoor's Companion: Horse (event journey_events.11) and Equine Emissaries (event travel_events_oltner_2.1050). Patch 1.20.1.2, from game/common/scripted_effects/00_animal_effects.txt.

The comment above it in the file

Effect to start the story and show the right modifier

What it does

  • Gains the modifier “Warhorse”
    • Prestige +0.25/month
    • Prowess +1

• 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 (10 lines of game script)
start_warhorse_story_cycle_effect = {
	show_as_tooltip = {
		add_character_modifier = {
			modifier = horse_story_modifier
		}
	}
	hidden_effect = {
		create_story = story_cycle_martial_lifestyle_warhorse
	}
}

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

Where it is used

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

Character interactions (1)

  • Start Pet Story

Events (9)

3 more

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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