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

assign_random_nickname_effect

assign_random_nickname_effect = yes

game/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

• 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_faith

As 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)

12 more

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.

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