CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

assign_name_options_cat_story_cycle_effect

assign_name_options_cat_story_cycle_effect = yes

game/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)

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.

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