Scripted effect
add_highest_skill_five_points_effect
add_highest_skill_five_points_effect = yesgame/common/scripted_effects/00_skill_effects.txt, line 37 (11 lines). No parameters.
add_highest_skill_five_points_effect is a scripted effect in Crusader Kings III, written at line 37 of its file. It takes no parameters: add_highest_skill_five_points_effect = yes. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_skill_effects.txt.
What it does
- Depending on highest skill including prowess:
- When highest skill including prowess is Diplomacy:
add_diplomacy_skill = 5
- When highest skill including prowess is Intrigue:
add_intrigue_skill = 5
- When highest skill including prowess is Learning:
add_learning_skill = 5
- When highest skill including prowess is Martial:
add_martial_skill = 5
- When highest skill including prowess is Stewardship:
add_stewardship_skill = 5
- When highest skill including prowess is Prowess:
add_prowess_skill = 5
- When highest skill including prowess is Diplomacy:
• 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 (11 lines of game script)
add_highest_skill_five_points_effect = {
switch = {
trigger = highest_skill_including_prowess
diplomacy = { add_diplomacy_skill = 5 }
intrigue = { add_intrigue_skill = 5 }
learning = { add_learning_skill = 5 }
martial = { add_martial_skill = 5 }
stewardship = { add_stewardship_skill = 5 }
prowess = { add_prowess_skill = 5 }
}
}As written in game/common/scripted_effects/00_skill_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_effects/00_skill_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.