Scripted effect · Tours and Tournaments files
assign_sword_names_effect
assign_sword_names_effect = yesgame/common/scripted_effects/02_ep2_artifact_effects.txt, line 447 (501 lines). No parameters.
assign_sword_names_effect is a scripted effect in Crusader Kings III, in the Tours and Tournaments files, written at line 447 of its file. It takes no parameters: assign_sword_names_effect = yes. The game's script calls it in 1 place, among them Weaponsmith: What's In A Name? (event ep2_locale_events.4506). Patch 1.20.1.2, from game/common/scripted_effects/02_ep2_artifact_effects.txt.
What it does
- 1 of 68 things will happen:
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 2%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: 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 (120 lines of game script)
assign_sword_names_effect = {
random_list = {
10 = { #Standard, male
trigger = {
NOT = { has_character_flag = sword_name_widowmaker }
is_female = no
}
add_character_flag = sword_name_widowmaker
}
10 = { #Standard, female
trigger = {
NOT = { has_character_flag = sword_name_widowermaker }
is_female = yes
}
add_character_flag = sword_name_widowermaker
}
10 = { #Standard
trigger = {
NOT = { has_character_flag = sword_name_slicer }
}
add_character_flag = sword_name_slicer
}
10 = { #Standard
trigger = {
NOT = { has_character_flag = sword_name_dicer }
}
add_character_flag = sword_name_dicer
}
10 = { #Standard
trigger = {
NOT = { has_character_flag = sword_name_kingsbane }
is_female = no
}
add_character_flag = sword_name_kingsbane
}
10 = { #Standard
trigger = {
NOT = { has_character_flag = sword_name_queensbane }
is_female = yes
}
add_character_flag = sword_name_queensbane
}
#TRAITS
10 = {
trigger = {
NOT = { has_character_flag = sword_name_triumph }
has_trait = brave
}
add_character_flag = sword_name_triumph
}
10 = {
trigger = {
NOT = { has_character_flag = sword_name_fears_bane }
has_trait = craven
}
add_character_flag = sword_name_fears_bane
}
10 = {
trigger = {
NOT = { has_character_flag = sword_name_tranquility }
has_trait = calm
}
add_character_flag = sword_name_tranquility
}
10 = {
trigger = {
NOT = { has_character_flag = sword_name_reaper }
has_trait = wrathful
}
add_character_flag = sword_name_reaper
}
10 = {
trigger = {
NOT = { has_character_flag = sword_name_purity }
has_trait = chaste
}
add_character_flag = sword_name_purity
}
10 = {
trigger = {
NOT = { has_character_flag = sword_name_beguiler }
has_trait = lustful
}
add_character_flag = sword_name_beguiler
}
10 = {
trigger = {
NOT = { has_character_flag = sword_name_assurance }
has_trait = content
}
add_character_flag = sword_name_assurance
}
10 = {
trigger = {
NOT = { has_character_flag = sword_name_fate }
has_trait = ambitious
}
add_character_flag = sword_name_fate
}
10 = {
trigger = {
NOT = { has_character_flag = sword_name_grinder }
has_trait = diligent
}
add_character_flag = sword_name_grinder
}
10 = {
trigger = {
NOT = { has_character_flag = sword_name_indolence }
has_trait = lazy
}
add_character_flag = sword_name_indolence
}
10 = {
trigger = {
NOT = { has_character_flag = sword_name_quicksilver }
has_trait = fickle
}
add_character_flag = sword_name_quicksilverAs written in game/common/scripted_effects/02_ep2_artifact_effects.txt.
The first 120 of its 501 lines; the rest is in game/common/scripted_effects/02_ep2_artifact_effects.txt from line 447.
Where it is used
Every place in common/, events/ and history/ that calls assign_sword_names_effect.
Events (1)
- Weaponsmith: What's In A Name?
ep2_locale_events.4506
Source: game/common/scripted_effects/02_ep2_artifact_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.