Scripted effect
accolades_tactician_unlock_from_chess_effect
accolades_tactician_unlock_from_chess_effect = yesgame/common/scripted_effects/00_accolades_scripted_effects.txt, line 2993 (77 lines). No parameters.
accolades_tactician_unlock_from_chess_effect is a scripted effect in Crusader Kings III, written at line 2993 of its file. It takes no parameters: accolades_tactician_unlock_from_chess_effect = yes. No file of common/, events/ or history/ calls it. Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_accolades_scripted_effects.txt.
What it does
If
One of these
- scope:bg_loser › Any knight:
this = scope:bg_victorcan_unlock_accolade_attribute_trigger = { ATTRIBUTE = tactician }
or
scope:bg_victor › Any knight:this = scope:bg_losercan_unlock_accolade_attribute_trigger = { ATTRIBUTE = tactician }
- scope:bg_loser › Any knight:
Then
- 2% chance of › scope:accolade_liege: … can be Acclaimed as a Tactician
• 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 (77 lines of game script)
accolades_tactician_unlock_from_chess_effect = {
if = {
limit = {
OR = { # either player is a knight of the other
scope:bg_loser = {
any_knight = {
this = scope:bg_victor
can_unlock_accolade_attribute_trigger = {
ATTRIBUTE = tactician
}
}
}
scope:bg_victor = {
any_knight = {
this = scope:bg_loser
can_unlock_accolade_attribute_trigger = {
ATTRIBUTE = tactician
}
}
}
}
}
if = {
limit = {
scope:bg_loser = {
any_knight = {
this = scope:bg_victor
can_unlock_accolade_attribute_trigger = {
ATTRIBUTE = tactician
}
}
}
}
scope:bg_loser = {
save_scope_as = accolade_liege
}
scope:bg_victor = {
save_scope_as = accolade_knight
}
}
else = {
scope:bg_victor = {
save_scope_as = accolade_liege
}
scope:bg_loser = {
save_scope_as = accolade_knight
}
}
random = {
chance = 2
modifier = {
factor = accolade_progress # scales with accolade progress
}
modifier = {
factor = 5
scope:accolade_knight = {
is_acclaimed = yes
}
}
scope:accolade_liege = {
send_interface_message = {
type = msg_accolade_eligibility
title = accolade_tactician_unlock.t
left_icon = scope:accolade_knight
right_icon = scope:accolade_liege
custom_tooltip = accolade_tactician_unlock.tt
scope:accolade_knight = {
set_variable = {
name = tactician_attribute_unlock
value = yes
}
}
}
}
}
}
}As written in game/common/scripted_effects/00_accolades_scripted_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
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.