Scripted effect
accolade_knight_training_effect
accolade_knight_training_effect = yesgame/common/scripted_effects/00_accolades_scripted_effects.txt, line 7568 (1508 lines). No parameters.
accolade_knight_training_effect is a scripted effect in Crusader Kings III, written at line 7568 of its file. It takes no parameters: accolade_knight_training_effect = yes. The game's script calls it in 1 place, among them three_year_playable_pulse (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_accolades_scripted_effects.txt.
The comment above it in the file
train chars in acclaimed knight's court Inside Accolade scope
What it does
acclaimed_knight = { … }pick_accolade_type_effect = yesIf
a check the game hides
Then
scope:acclaimed_knight:- …% chance of:
- 1 of 4 things will happen:
- 25%: Nothing else happens
- 25%: Nothing else happens
- 25%: Nothing else happens
- 25%: Nothing else happens
- Else, if all of these hold:
- Conditions › scope:accolade:
scope:type = accolade_type:vanguard_attribute
- Then › 1 of 2 things will happen:
- 67%: Nothing else happens
- 33%: Nothing else happens
- Conditions › scope:accolade:
- Else, if all of these hold:
- Conditions › scope:accolade:
scope:type = accolade_type:besieger_attribute
- Then › 1 of 3 things will happen:
- 50%: Nothing else happens
- 33%: Nothing else happens
- 17%: Nothing else happens
- Conditions › scope:accolade:
- scope:owner › scope:acclaimed_knight:
- If does not have the Trait: scope:personality trait add: Gains the Trait scope:personality trait add
- If number of personality traits more than 3: Loses the Trait scope:personality trait remove
If
scope:accolade:scope:type = accolade_type:politicker_attribute
- Diplomacy less than 10
Then
add_diplomacy_skill = 2
Else if
scope:accolade:scope:type = accolade_type:politicker_attribute
- Diplomacy less than 25
Then
add_diplomacy_skill = 1
Else if
scope:accolade:scope:type = accolade_type:tactician_attribute
- Martial less than 10
Then
add_martial_skill = 2
Else if
scope:accolade:scope:type = accolade_type:tactician_attribute
- Martial less than 25
Then
add_martial_skill = 1
Else if
scope:accolade:scope:type = accolade_type:reeve_attribute
- Stewardship less than 10
Then
add_stewardship_skill = 2
Else if
scope:accolade:scope:type = accolade_type:reeve_attribute
Then
add_stewardship_skill = 1
Else if
scope:accolade:scope:type = accolade_type:manipulator_attribute
- Intrigue less than 10
Then
add_intrigue_skill = 2
Else if
scope:accolade:scope:type = accolade_type:manipulator_attribute
- Intrigue less than 25
Then
add_intrigue_skill = 1
Else if
scope:accolade:One of these
scope:type = accolade_type:mentor_attributeor
scope:type = accolade_type:gunpowder_attribute
- Learning less than 10
Then
add_learning_skill = 2
Else if
scope:accolade:One of these
scope:type = accolade_type:mentor_attributeor
scope:type = accolade_type:gunpowder_attribute
- Learning less than 25
Then
add_learning_skill = 1
If
scope:accolade:scope:type = accolade_type:archer_attribute
Then
If
- scope:accolade.accolade_owner › Any held title:
- Title tier exactly County
is_landless_type_title = no- Any county province:
One of these
terrain = forestor
terrain = taiga
- Has the Trait: Forest Fighter
Then
- Forest Fighter experience +10
- scope:accolade.accolade_owner › Any held title:
Else if
scope:accolade:scope:type = accolade_type:skirmisher_attribute
Then
- If all of these hold:
- … (more in the script below)
- … (more in the script below)
- … (more in the script below)
• 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 (120 lines of game script)
accolade_knight_training_effect = {
save_scope_as = accolade
acclaimed_knight = { save_scope_as = acclaimed_knight }
accolade_owner = {
save_scope_as = owner
}
#Set tracking variable so knight isn't trained a crazy amount
acclaimed_knight = {
if = {
limit = {
NOT = {
has_variable = acc_knight_trained
}
}
set_variable = {
name = acc_knight_trained
value = 1
}
}
else = {
change_variable = {
name = acc_knight_trained
add = 1
}
}
}
pick_accolade_type_effect = yes
#Train the knight
if = {
limit = {
exists = scope:acclaimed_knight
}
#Have to set up randomized effects outside of message
#FRICKIN ANNOYING AMIRITE?
scope:acclaimed_knight = {
#PERSONALITY TRAITS
#Not DEFINITELY gaining personality trait, more likely based on squires quality
random = {
chance = {
value = 30
if = {
limit = {
scope:accolade = { var:lifetime_glory >= monumental_glory_value }
}
add = 10
}
if = {
limit = {
scope:accolade = { var:lifetime_glory >= massive_glory_value }
}
add = 10
}
}
#HOUSE_KNIGHT - ADD LOYAL
if = {
limit = {
scope:accolade = {
scope:type = accolade_type:house_knight_attribute
}
NOR = {
has_trait = loyal
has_trait = disloyal
has_focus = education_intrigue
has_lifestyle = intrigue_lifestyle
has_trait = education_intrigue
}
}
trait:loyal = { save_scope_as = personality_trait_add }
}
accolade_personality_trait_picking_effect = yes
}
#GENERIC HASTILUDER XP (is randomized and then applied later)
random_list = {
1 = {
add_character_flag = {
flag = squire_foot
days = 30
}
}
1 = {
add_character_flag = {
flag = squire_horse
days = 30
}
}
1 = {
trigger = {
OR = {
scope:accolade.accolade_owner = {
government_has_flag = government_is_nomadic
}
culture = {
OR = {
culture_specializes_in_skirmisher_maa = yes
culture_specializes_in_archer_maa = yes
culture_specializes_in_archer_cavalry_maa = yes
}
}
}
}
add_character_flag = {
flag = squire_bow
days = 30
}
}
1 = {
trigger = {
culture = {
OR = {
has_cultural_parameter = poet_trait_romance_bonuses
has_cultural_parameter = tells_stories
has_cultural_parameter = poet_trait_gives_bonuses
has_cultural_parameter = characters_are_better_court_poets
has_cultural_parameter = poet_trait_more_common
has_cultural_parameter = better_court_poets
has_cultural_parameter = may_challenge_to_board_gamesAs written in game/common/scripted_effects/00_accolades_scripted_effects.txt.
The first 120 of its 1508 lines; the rest is in game/common/scripted_effects/00_accolades_scripted_effects.txt from line 7568.
Where it is used
Every place in common/, events/ and history/ that calls accolade_knight_training_effect.
On actions (the game's own hooks) (1)
- three_year_playable_pulse
Source: game/common/scripted_effects/00_accolades_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.