CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Wards and Wardens files

assign_name_options_rock_story_cycle_effect

assign_name_options_rock_story_cycle_effect = yes

game/common/scripted_effects/03_bp2_scripted_effects.txt, line 1710 (79 lines). No parameters.

assign_name_options_rock_story_cycle_effect is a scripted effect in Crusader Kings III, in the Wards and Wardens files, written at line 1710 of its file. It takes no parameters: assign_name_options_rock_story_cycle_effect = yes. The game's script calls it in 1 place, among them A Rock (event pet_rock.0002). Patch 1.20.1.2, from game/common/scripted_effects/03_bp2_scripted_effects.txt.

The comment above it in the file

Pick out name options to show

What it does

  • 1 of 18 things will happen:
    • 6%: Nothing else happens
    • 6%: Nothing else happens
    • 6%: Nothing else happens
    • 6%: Nothing else happens
    • 6%: Nothing else happens
    • 6%: Nothing else happens
    • 6%: Nothing else happens
    • 6%: Nothing else happens
    • 6%: Nothing else happens
    • 6%: Nothing else happens
    • 6%: Nothing else happens
    • 6%: Nothing else happens
    • 6%: Nothing else happens
    • 6%: Nothing else happens
    • 6%: Nothing else happens
    • 6%: Nothing else happens
    • 6%: Nothing else happens
    • 6%: 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 (79 lines of game script)
assign_name_options_rock_story_cycle_effect = {
	random_list = {
		1 = {
			trigger = { NOT = { has_character_flag = name_cliff } }
			add_character_flag = name_cliff
		}
		1 = {
			trigger = {
				NOT = { has_character_flag = name_sandy }
				scope:story.var:rock_color = flag:sandy
			}
			add_character_flag = name_sandy
		}
		1 = {
			trigger = { NOT = { has_character_flag = name_rocky } }
			add_character_flag = name_rocky
		}
		1 = {
			trigger = { NOT = { has_character_flag = name_crag } }
			add_character_flag = name_crag
		}
		1 = {
			trigger = { NOT = { has_character_flag = name_flint } }
			add_character_flag = name_flint
		}
		1 = {
			trigger = { NOT = { has_character_flag = name_gritty } }
			add_character_flag = name_gritty
		}
		1 = {
			trigger = { NOT = { has_character_flag = name_rubble } }
			add_character_flag = name_rubble
		}
		1 = {
			trigger = { NOT = { has_character_flag = name_tuff } }
			add_character_flag = name_tuff
		}
		1 = {
			trigger = { NOT = { has_character_flag = name_roxanne } }
			add_character_flag = name_roxanne
		}
		1 = {
			trigger = { NOT = { has_character_flag = name_rosetta } }
			add_character_flag = name_rosetta
		}
		1 = {
			trigger = { NOT = { has_character_flag = name_chip } }
			add_character_flag = name_chip
		}
		1 = {
			trigger = { NOT = { has_character_flag = name_fluffy } }
			add_character_flag = name_fluffy
		}
		1 = {
			trigger = { NOT = { has_character_flag = name_sten } }
			add_character_flag = name_sten
		}
		1 = {
			trigger = { NOT = { has_character_flag = name_barney } }
			add_character_flag = name_barney
		}
		1 = {
			trigger = { NOT = { has_character_flag = name_ariadne } }
			add_character_flag = name_ariadne
		}
		1 = {
			trigger = { NOT = { has_character_flag = name_dwayne } }
			add_character_flag = name_dwayne
		}
		1 = {
			trigger = { NOT = { has_character_flag = name_potapczyk } }
			add_character_flag = name_potapczyk
		}
		1 = {
			trigger = { NOT = { has_character_flag = name_gemma } }
			add_character_flag = name_gemma
		}
	}
}

As written in game/common/scripted_effects/03_bp2_scripted_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls assign_name_options_rock_story_cycle_effect.

Events (1)

Source: game/common/scripted_effects/03_bp2_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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