Scripted effect
add_random_skill_point_effect
add_random_skill_point_effect = yesgame/common/scripted_effects/00_skill_effects.txt, line 3 (10 lines). No parameters.
add_random_skill_point_effect is a scripted effect in Crusader Kings III, written at line 3 of its file. It takes no parameters: add_random_skill_point_effect = yes. The game's script calls it in 6 places, among them apa_mentor_taught_me (activity pulse), apa_read_a_book (activity pulse) and A Familiar Face (event prelude_events.0050). Patch 1.20.1.2, from game/common/scripted_effects/00_skill_effects.txt.
What it does
- 1 of 6 things will happen:
- 17%:
add_diplomacy_skill = 1
- 17%:
add_intrigue_skill = 1
- 17%:
add_learning_skill = 1
- 17%:
add_martial_skill = 1
- 17%:
add_prowess_skill = 1
- 17%:
add_stewardship_skill = 1
- 17%:
• 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)
add_random_skill_point_effect = {
random_list = {
1 = { add_diplomacy_skill = 1 }
1 = { add_intrigue_skill = 1 }
1 = { add_learning_skill = 1 }
1 = { add_martial_skill = 1 }
1 = { add_prowess_skill = 1 }
1 = { add_stewardship_skill = 1 }
}
}As written in game/common/scripted_effects/00_skill_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls add_random_skill_point_effect.
Activity pulse actions (2)
- apa_mentor_taught_me
- apa_read_a_book
Events (4)
- A Familiar Face
prelude_events.0050 - A Visit to The Count's Arms
tour_travel.3120 - Foreigner Returns
mpo_decisions_events.0101 - pam_tenet_events.0001
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.