Scripted effect · All Under Heaven files
assign_completed_exams_based_on_merit_effect
assign_completed_exams_based_on_merit_effect = yesgame/common/scripted_effects/10_dlc_tgp_scripted_effects.txt, line 3142 (142 lines). No parameters.
assign_completed_exams_based_on_merit_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 3142 of its file. It takes no parameters: assign_completed_exams_based_on_merit_effect = yes. The game's script calls it in 4 places, among them on_game_start_after_lobby (on action), minister_courtier_recruitment_effect (scripted effect) and tgp_claim_mandate_of_heaven_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt.
The comment above it in the file
Use this effect to set what exams a characters should have passed, based on their merit Used on game start, but can also be used for generated characters
What it does
- If merit at least 12000:
- Gains the modifier “Passed Provincial Examination”
- Character max merit level +2
- Gains the modifier “Passed Metropolitan Examination”
- Character max merit level +2
- Gains the modifier “Passed Palace Examination”
- Character max merit level +3
- Gains the modifier “Passed Provincial Examination”
- Else, if merit at least 5500:
- Gains the modifier “Passed Provincial Examination”
- Character max merit level +2
- Gains the modifier “Passed Metropolitan Examination”
- Character max merit level +2
- If played by the AI › 50% chance of:
- Gains the modifier “Passed Palace Examination”
- Character max merit level +3
- Gains the modifier “Passed Palace Examination”
- Merit changes
- Gains the modifier “Passed Provincial Examination”
- Else, if merit at least 2000:
- Gains the modifier “Passed Provincial Examination”
- Character max merit level +2
- If played by the AI › 60% chance of:
- Gains the modifier “Passed Metropolitan Examination”
- Character max merit level +2
- 30% chance of:
- Gains the modifier “Passed Palace Examination”
- Character max merit level +3
- Gains the modifier “Passed Palace Examination”
- Gains the modifier “Passed Metropolitan Examination”
- Merit changes
- Gains the modifier “Passed Provincial Examination”
- Otherwise › If played by the AI › 1 of 4 things will happen:
- 10%: Nothing else happens
- 50%:
- Gains the modifier “Passed Provincial Examination”
- Character max merit level +2
change_merit = { value = county_starting_merit_value add = age add = learning }
- Gains the modifier “Passed Provincial Examination”
- 25%:
- Gains the modifier “Passed Provincial Examination”
- Character max merit level +2
- Gains the modifier “Passed Metropolitan Examination”
- Character max merit level +2
change_merit = { value = county_starting_merit_value add = age add = learning }
- Gains the modifier “Passed Provincial Examination”
- 15%:
- Gains the modifier “Passed Provincial Examination”
- Character max merit level +2
- Gains the modifier “Passed Metropolitan Examination”
- Character max merit level +2
- Gains the modifier “Passed Palace Examination”
- Character max merit level +3
change_merit = { value = county_starting_merit_value add = age add = learning }
- Gains the modifier “Passed Provincial Examination”
• 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)
assign_completed_exams_based_on_merit_effect = {
# Empire merit ranked vassals have always passed the palace exams
if = {
limit = {
merit >= empire_starting_merit_value
}
add_character_flag = passed_child_exam
add_character_flag = passed_provincial_exam
add_character_modifier = {
modifier = tgp_passed_provincial_exam_modifier
}
add_character_flag = passed_metropolitan_exam
add_character_modifier = {
modifier = tgp_passed_metropolitan_exam_modifier
}
add_character_flag = passed_palace_exam
add_character_modifier = {
modifier = tgp_passed_palace_exam_modifier
}
}
# Kingdom merit ranked vassals have always passed the metropolitan exams
else_if = {
limit = {
merit >= kingdom_starting_merit_value
}
add_character_flag = passed_child_exam
add_character_flag = passed_provincial_exam
add_character_modifier = {
modifier = tgp_passed_provincial_exam_modifier
}
add_character_flag = passed_metropolitan_exam
add_character_modifier = {
modifier = tgp_passed_metropolitan_exam_modifier
}
if = { # The AI has a chance to start with having passed additional exams
limit = {
is_ai = yes
}
random = {
chance = 50
add_character_flag = passed_palace_exam
add_character_modifier = {
modifier = tgp_passed_palace_exam_modifier
}
}
}
change_merit = merit_starting_boost_value
}
# Duchy merit ranked vassals have always passed the provincial exams
else_if = {
limit = {
merit >= duchy_starting_merit_value
}
add_character_flag = passed_child_exam
add_character_flag = passed_provincial_exam
add_character_modifier = {
modifier = tgp_passed_provincial_exam_modifier
}
if = { # The AI has a chance to start with having passed additional exams
limit = {
is_ai = yes
}
random = {
chance = 60
add_character_flag = passed_metropolitan_exam
add_character_modifier = {
modifier = tgp_passed_metropolitan_exam_modifier
}
random = {
chance = 30
add_character_flag = passed_palace_exam
add_character_modifier = {
modifier = tgp_passed_palace_exam_modifier
}
}
}
}
change_merit = merit_starting_boost_value
}
# Everyone else have a chance to having passed the provincial exams
else = {
if = { # The AI has a chance to start with having passed the provincial exams
limit = {
is_ai = yes
}
random_list = {
10 = {}
50 = {
add_character_flag = passed_provincial_exam
add_character_modifier = {
modifier = tgp_passed_provincial_exam_modifier
}
change_merit = {
value = county_starting_merit_value
add = age
add = learning
}
}
25 = {
add_character_flag = passed_provincial_exam
add_character_modifier = {
modifier = tgp_passed_provincial_exam_modifier
}
add_character_flag = passed_metropolitan_exam
add_character_modifier = {
modifier = tgp_passed_metropolitan_exam_modifier
}
change_merit = {
value = county_starting_merit_value
add = age
add = learning
}
}
15 = {
add_character_flag = passed_provincial_exam
add_character_modifier = {
modifier = tgp_passed_provincial_exam_modifier
}
add_character_flag = passed_metropolitan_examAs written in game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt.
The first 120 of its 142 lines; the rest is in game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt from line 3142.
Where it is used
Every place in common/, events/ and history/ that calls assign_completed_exams_based_on_merit_effect.
On actions (the game's own hooks) (1)
- on_game_start_after_lobby
Scripted effects (2)
Scripted character templates (1)
- pool_repopulate_local_flavor
Source: game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.