Scripted effect
assign_name_options_cat_story_cycle_effect
assign_name_options_cat_story_cycle_effect = yesgame/common/scripted_effects/00_animal_effects.txt, line 61 (90 lines). No parameters.
assign_name_options_cat_story_cycle_effect is a scripted effect in Crusader Kings III, written at line 61 of its file. It takes no parameters: assign_name_options_cat_story_cycle_effect = yes. The game's script calls it in 1 place, among them The Cat (event pet_animal.0001). Patch 1.20.1.2, from game/common/scripted_effects/00_animal_effects.txt.
The comment above it in the file
Pick out name options to show
What it does
- 1 of 14 things will happen:
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 12%: Nothing else happens
- 12%: Nothing else happens
- 12%: Nothing else happens
- 12%: Nothing else happens
- 12%: Nothing else happens
- 12%: Nothing else happens
- 12%: Nothing else happens
- 12%: Nothing else happens
• 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 (90 lines of game script)
assign_name_options_cat_story_cycle_effect = {
random_list = {
1 = { #A cat who prowled around Beaulieu Abbey in the 13th century
trigger = { NOT = { has_character_flag = name_mite } }
add_character_flag = name_mite
}
1 = {
trigger = { NOT = { has_character_flag = name_paws } }
add_character_flag = name_paws
}
1 = {
trigger = { NOT = { has_character_flag = name_mittens } }
add_character_flag = name_mittens
}
1 = {
trigger = {
NOT = { has_character_flag = name_hunter }
}
add_character_flag = name_hunter
}
1 = {
trigger = {
NOT = { has_character_flag = name_pollyanna }
}
add_character_flag = name_pollyanna
}
1 = {
trigger = {
NOT = { has_character_flag = name_flora }
}
add_character_flag = name_flora
}
10 = {
trigger = {
NOT = { has_character_flag = name_gray }
scope:story.var:cat_fur_color = flag:gray
}
add_character_flag = name_gray
}
10 = {
trigger = {
NOT = { has_character_flag = name_flame }
scope:story.var:cat_fur_color = flag:orange
}
add_character_flag = name_flame
}
10 = {
trigger = {
NOT = { has_character_flag = name_snow }
scope:story.var:cat_fur_color = flag:white
}
add_character_flag = name_snow
}
10 = {
trigger = {
NOT = { has_character_flag = name_shadow }
scope:story.var:cat_fur_color = flag:black
}
add_character_flag = name_shadow
}
10 = {
trigger = {
NOT = { has_character_flag = name_spooky }
scope:story.var:cat_fur_color = flag:black
}
add_character_flag = name_spooky
}
10 = { #Short form of Gilbert - lots of domesticated cats had this name
trigger = {
NOT = { has_character_flag = name_gyb }
has_culture = culture:english
}
add_character_flag = name_gyb
}
10 = { #From old Irish legal texts
trigger = {
NOT = { has_character_flag = name_meone }
culture = { has_cultural_pillar = heritage_goidelic }
}
add_character_flag = name_meone
}
10 = { #From old Irish legal texts
trigger = {
NOT = { has_character_flag = name_cruibne }
culture = { has_cultural_pillar = heritage_goidelic }
}
add_character_flag = name_cruibne
}
}
}As written in game/common/scripted_effects/00_animal_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls assign_name_options_cat_story_cycle_effect.
Events (1)
- The Cat
pet_animal.0001
Source: game/common/scripted_effects/00_animal_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.