Scripted effect · Wards and Wardens files
bp2_save_traditions_to_consider_effect
bp2_save_traditions_to_consider_effect = yesgame/common/scripted_effects/03_bp2_scripted_effects.txt, line 483 (1212 lines). No parameters.
bp2_save_traditions_to_consider_effect is a scripted effect in Crusader Kings III, in the Wards and Wardens files, written at line 483 of its file. It takes no parameters: bp2_save_traditions_to_consider_effect = yes. The game's script calls it in 1 place, among them Foreign Reforms (event bp2_yearly.6110). Patch 1.20.1.2, from game/common/scripted_effects/03_bp2_scripted_effects.txt.
What it does
- 1 of 5 things will happen:
- 20%: Nothing else happens
- 20%: Nothing else happens
- 20%: Nothing else happens
- 20%: Nothing else happens
- 20%: Nothing else happens
If
- scope:advanced_culture › Any tradition:
- You:
can_embrace_tradition = { tradition = prev }
None of these
- You:
is_target_in_variable_list = { name = rejected_traditions target = prev }
- Your culture: The culture has the tradition prev
- You:
scope:considered_tradition_1 != this
- You:
Then
- 1 of 5 things will happen:
- 20%: Nothing else happens
- 20%: Nothing else happens
- 20%: Nothing else happens
- 20%: Nothing else happens
- 20%: Nothing else happens
- scope:advanced_culture › Any tradition:
If
- scope:advanced_culture › Any tradition:
- You:
can_embrace_tradition = { tradition = prev }
None of these
- You:
is_target_in_variable_list = { name = rejected_traditions target = prev }
- Your culture: The culture has the tradition prev
- You:
NOT = { scope:considered_tradition_1 = this }NOT = { scope:considered_tradition_2 = this }
- You:
Then
- 1 of 5 things will happen:
- 20%: Nothing else happens
- 20%: Nothing else happens
- 20%: Nothing else happens
- 20%: Nothing else happens
- 20%: Nothing else happens
- scope:advanced_culture › Any tradition:
If
- scope:advanced_culture › Any tradition:
- You:
can_embrace_tradition = { tradition = prev }
None of these
- You:
is_target_in_variable_list = { name = rejected_traditions target = prev }
- Your culture: The culture has the tradition prev
- You:
NOT = { scope:considered_tradition_1 = this }NOT = { scope:considered_tradition_2 = this }NOT = { scope:considered_tradition_3 = this }
- You:
Then
- 1 of 5 things will happen:
- 20%: Nothing else happens
- 20%: Nothing else happens
- 20%: Nothing else happens
- 20%: Nothing else happens
- 20%: Nothing else happens
- scope:advanced_culture › Any tradition:
• 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)
bp2_save_traditions_to_consider_effect = {
#Choose a category of tradition root is ready to reform and save a valid tradition from that category
random_list = {
10 = {
trigger = {
AND = {
has_character_flag = foreign_realm_reforms
scope:advanced_culture = {
any_tradition = {
root = {
can_embrace_tradition = {
tradition = prev
}
}
has_tradition_category = realm
NOR = {
root = {
is_target_in_variable_list = {
name = rejected_traditions
target = prev
}
}
root.culture = {
has_cultural_tradition = prev
}
}
}
}
}
}
scope:advanced_culture = {
random_tradition = {
limit = {
root = {
can_embrace_tradition = {
tradition = prev
}
}
has_tradition_category = realm
NOR = {
root = {
is_target_in_variable_list = {
name = rejected_traditions
target = prev
}
}
root.culture = {
has_cultural_tradition = prev
}
}
}
save_scope_as = considered_tradition_1
}
}
add_character_flag = considering_reform_realm
}
10 = {
trigger = {
AND = {
has_character_flag = foreign_maa_reforms
scope:advanced_culture = {
any_tradition = {
root = {
can_embrace_tradition = {
tradition = prev
}
}
has_tradition_category = combat
NOR = {
root = {
is_target_in_variable_list = {
name = rejected_traditions
target = prev
}
}
root.culture = {
has_cultural_tradition = prev
}
}
}
}
}
}
scope:advanced_culture = {
random_tradition = {
limit = {
root = {
can_embrace_tradition = {
tradition = prev
}
}
has_tradition_category = combat
NOR = {
root = {
is_target_in_variable_list = {
name = rejected_traditions
target = prev
}
}
root.culture = {
has_cultural_tradition = prev
}
}
}
save_scope_as = considered_tradition_1
}
}
add_character_flag = considering_reform_maa
}
10 = {
trigger = {
AND = {
has_character_flag = foreign_social_reforms
scope:advanced_culture = {
any_tradition = {
root = {
can_embrace_tradition = {
tradition = prev
}
}As written in game/common/scripted_effects/03_bp2_scripted_effects.txt.
The first 120 of its 1212 lines; the rest is in game/common/scripted_effects/03_bp2_scripted_effects.txt from line 483.
Where it is used
Every place in common/, events/ and history/ that calls bp2_save_traditions_to_consider_effect.
Events (1)
- Foreign Reforms
bp2_yearly.6110
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.