Scripted effect
assign_random_nickname_effect
assign_random_nickname_effect = yesgame/common/scripted_effects/00_nickname_effects.txt, line 36 (4289 lines). No parameters.
assign_random_nickname_effect is a scripted effect in Crusader Kings III, written at line 36 of its file. It takes no parameters: assign_random_nickname_effect = yes. The game's script calls it in 22 places, among them … Floating Shrine (event pilgrimage_seasia.400), … Mangrove Spirits (event pilgrimage_seasia.200) and … Rattan Snare (event pilgrimage_seasia.1100). Patch 1.20.1.2, from game/common/scripted_effects/00_nickname_effects.txt.
What it does
If
- Is an Adult
has_any_nickname = no- Their government is not unplayable
- Game rule not set to “Disabled”
Then
- 1 of 241 things will happen:
- 0%: Nothing else happens
- 0% (base chance; changed in play):
- Gains the Nickname 'the Bald'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_bald_ironic }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Bald'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_actually_bald }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Stranger'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_stranger }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the …'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_faith }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'Troublemaker'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_troublemaker }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Peaceful'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_peaceful }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Builder'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_builder }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Hairy'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_hairy }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Unready'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_unready }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Quarreller'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_quarreller }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Determined'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_determined }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Rash'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_rash }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Hotspur'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_hotspur }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Traitor'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_traitor }- Event lifestyle_nicknames.1000
- 0%:
- Gains the Nickname 'the Executioner'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_executioner }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Great'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_great }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Crusader'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_crusader }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Hammer'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_hammer }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Lionheart'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_lionheart }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Turbulent'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_turbulent }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Witch'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_witch }- Event lifestyle_nicknames.1000
- 0%:
- Gains the Nickname 'the Bewitched'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_bewitched }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Drunkard'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_drunkard }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'Ale-Lover'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_ale_lover }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Navigator'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_navigator }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Troubadour'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_troubadour }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Greedy'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_greedy }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'Pennyfather'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_pennyfather }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'Foul-Fart'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_foul_fart }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Timid'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_timid }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Worthy'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_worthy }- Event lifestyle_nicknames.1000
- 0% (base chance; changed in play):
- Gains the Nickname 'the Unworthy'
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_unworthy }- Event lifestyle_nicknames.1000
- 0%:
- Gains the Nickname 'the Unfaithful'
- … (more in the script below)
- … (more in the script below)
• 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_random_nickname_effect = {
save_scope_as = nickname_root_scope
if = {
limit = {
is_adult = yes
has_any_nickname = no
NOT = { government_has_flag = government_is_mercenary }
NOT = { has_game_rule = random_nickname_frequency_none }
}
random_list = {
100 = {
trigger = {
exists = scope:toggle_null_result
}
# To make rare nicknames even rarer
}
100 = {
trigger = {
is_male = yes
has_trait = stubborn
has_trait = impatient
NOR = {
prestige_level >= 3
portrait_shared_clothing_contents_trigger = { # They have a chance to be bald normally; it's not weird or tease-worthy
CULTURE_SCOPE = culture
CULTURE_FLAG = african
}
is_bald_trigger = yes
exists = scope:had_nick_the_actually_bald
}
}
modifier = {
prestige_level < 2
factor = 2
}
give_nickname = nick_the_bald_ironic
# Flag this as having been spat out already, in case we're applying several nicknames in quick succession.
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_bald_ironic }
trigger_event = lifestyle_nicknames.1000
}
10 = {
trigger = {
is_male = yes
age >= 30
stress >= 100
NOR = {
portrait_shared_clothing_contents_trigger = { # They have a chance to be bald normally; it's not weird or tease-worthy
CULTURE_SCOPE = culture
CULTURE_FLAG = african
}
is_bald_trigger = yes
exists = scope:had_nick_the_actually_bald
}
}
modifier = {
add = age
}
give_nickname = nick_the_actually_bald
# Flag this as having been spat out already, in case we're applying several nicknames in quick succession.
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_actually_bald }
trigger_event = lifestyle_nicknames.1000
}
100 = {
trigger = {
NOR = {
has_trait = crusader_king
mpo_has_gok_mongol_empire_trigger = yes
}
has_personality_extroverted_trigger = yes
NOT = {
any_realm_county = {
culture = scope:nickname_root_scope.culture
}
}
NOT = {
primary_title ?= {
any_past_holder = {
has_nickname = nick_the_stranger
}
}
}
is_landed = yes
NOT = { exists = scope:had_nick_the_stranger }
}
modifier = {
NOT = {
any_realm_county = {
culture = {
cultural_acceptance = { target = scope:nickname_root_scope.culture value >= 40 }
}
}
}
factor = 2
}
give_nickname = nick_the_stranger
# Flag this as having been spat out already, in case we're applying several nicknames in quick succession.
flag_random_nickname_as_taken_in_batch_effect = { NICK = nick_the_stranger }
trigger_event = lifestyle_nicknames.1000
}
100 = {
trigger = {
is_playable_character = yes
NOR = {
any_sub_realm_county = {
faith = scope:nickname_root_scope.faith
}
AND = {
top_liege != this
faith = liege.faith
}
government_has_flag = government_is_theocracy
government_has_flag = government_is_landless_adventurer
}
NOT = { exists = scope:had_nick_the_faith }
}
modifier = {
has_trait = zealous
factor = 2
}
give_nickname = nick_the_faithAs written in game/common/scripted_effects/00_nickname_effects.txt.
The first 120 of its 4289 lines; the rest is in game/common/scripted_effects/00_nickname_effects.txt from line 36.
Where it is used
Every place in common/, events/ and history/ that calls assign_random_nickname_effect.
Events (18)
- … Floating Shrine
pilgrimage_seasia.400 - … Mangrove Spirits
pilgrimage_seasia.200 - … Rattan Snare
pilgrimage_seasia.1100 - … Sampan Pirates
pilgrimage_seasia.900 - … The Fishermen of …
pilgrimage_seasia.500 - … The Pawang
pilgrimage_seasia.1500
12 more
- … Traders of Tanah Makkah
pilgrimage_seasia.1000 - A Faithful Visitor
ep3_laamps.5005 - An Unexpected Faire
ep3_laamp_flavour_ewan.0061 - Bring Me … Head
laamp_base_contract_schemes.1004 - ep3_laamp_flavour_ewan.9541
- Friends of the New …
coronation_events.6030 - Lay of the Land
ep3_laamps.5035 - People from a Better Time
ep3_laamp_flavour_ewan.3041 - Ruin Rambling
ep3_laamps.5040 - Starving Soldiers
ep3_laamps.5015 - The Roads We Walk
ep3_laamps.1001 - Tribute of the Chase
nomad_events_oltner.0006
Scripted effects inside an event file (1)
- ep3_laamp_flavour_ewan_3001_spawn_appropriate_characters_effect
Source: game/common/scripted_effects/00_nickname_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.