Scripted effect
ai_chance_to_switch_to_travel_focus_effect
ai_chance_to_switch_to_travel_focus_effect = yesgame/common/scripted_effects/00_lifestyle_focus_effects.txt, line 936 (131 lines). No parameters.
ai_chance_to_switch_to_travel_focus_effect is a scripted effect in Crusader Kings III, written at line 936 of its file. It takes no parameters: ai_chance_to_switch_to_travel_focus_effect = yes. The game's script calls it in 1 place, among them five_year_playable_pulse (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_lifestyle_focus_effects.txt.
What it does
If
- Is played by the AI
- Is an Adult
- Is at not War
- Is landed
gold >= minor_gold_value- Highest held Title is at least County Rank
has_completed_one_tree_in_current_lifestyle_trigger = yesNOT = { has_focus = wanderer_internal_affairs_focus }NOT = { has_focus = wanderer_journey_focus }NOT = { has_focus = wanderer_destination_focus }- Does not have the Trait: Reclusive
- Is not incapable
- Does not have the Modifier: Secluded
Then
- …% chance of › 1 of 3 things will happen:
- 33% (base chance; changed in play):
set_focus = wanderer_internal_affairs_focus
- 33% (base chance; changed in play):
set_focus = wanderer_journey_focus
- 33% (base chance; changed in play):
set_focus = wanderer_destination_focus
- 33% (base chance; changed in play):
• 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)
ai_chance_to_switch_to_travel_focus_effect = {
if = {
limit = {
is_ai = yes
is_adult = yes
is_at_war = no
is_landed = yes
has_bp3_dlc_trigger = yes
gold >= minor_gold_value
highest_held_title_tier >= tier_county
has_completed_one_tree_in_current_lifestyle_trigger = yes
NOR = {
has_focus = wanderer_internal_affairs_focus
has_focus = wanderer_journey_focus
has_focus = wanderer_destination_focus
has_trait = reclusive
is_incapable = yes
has_character_modifier = isolating_modifier
}
}
random = {
chance = {
value = 5
if = {
limit = {
has_completed_current_lifestyle_trigger = yes # No good reason to stick with your lifestyle
}
add = 75
}
if = {
limit = {
has_trait_xp = {
trait = lifestyle_traveler
track = travel
value >= 25
}
}
add = 20
}
if = {
limit = {
has_trait_xp = {
trait = lifestyle_traveler
track = travel
value >= 50
}
}
add = 20
}
if = { # Busy doing.. other things
limit = {
has_focus = intrigue_temptation_focus
}
add = -20
}
if = { # Wants to get away
limit = {
has_trait = shy
}
add = {
value = root.perk_points_assigned
multiply = 3
}
}
if = { # Very stressed
limit = {
stress >= 150
}
add = {
value = root.perk_points_assigned
multiply = 3
}
}
if = { # Has an adventurous sort of personality
limit = {
ai_sociability >= 50
ai_boldness >= 0
}
add = {
value = root.perk_points_assigned
multiply = 3
}
}
}
random_list = {
1 = { # Stewards and realm-focused character
modifier = {
add = 99
OR = {
ai_has_economical_boom_personality = yes
has_focus_stewardship = yes
has_trait = greedy
}
}
set_focus = wanderer_internal_affairs_focus
}
1 = { # Stressed or asocial characters
modifier = {
add = 99
OR = {
stress >= 50
ai_sociability <= -25
}
NOT = {
has_trait = impatient
}
}
modifier = {
add = 100
stress >= 150
NOT = {
has_trait = impatient
}
}
set_focus = wanderer_journey_focus
}
1 = { # Learning focused self-improvement characters
modifier = {
add = 99
OR = {As written in game/common/scripted_effects/00_lifestyle_focus_effects.txt.
The first 120 of its 131 lines; the rest is in game/common/scripted_effects/00_lifestyle_focus_effects.txt from line 936.
Where it is used
Every place in common/, events/ and history/ that calls ai_chance_to_switch_to_travel_focus_effect.
On actions (the game's own hooks) (1)
- five_year_playable_pulse
Source: game/common/scripted_effects/00_lifestyle_focus_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.