Scripted effect
councillor_spouse_learning_2603_chosen_councillor_effect
councillor_spouse_learning_2603_chosen_councillor_effect = yesgame/common/scripted_effects/00_councillor_effects.txt, line 400 (37 lines). No parameters.
councillor_spouse_learning_2603_chosen_councillor_effect is a scripted effect in Crusader Kings III, written at line 400 of its file. It takes no parameters: councillor_spouse_learning_2603_chosen_councillor_effect = yes. The game's script calls it in 1 place, among them …: Up to the Task (event councillor_spouse_learning.2603). Patch 1.20.1.2, from game/common/scripted_effects/00_councillor_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 (37 lines of game script)
councillor_spouse_learning_2603_chosen_councillor_effect = {
if = {
limit = {
OR = {
has_trait = humble
has_trait = calm
has_trait = diligent
has_trait = trusting
has_trait = compassionate
has_trait = forgiving
has_trait = content
}
NOT = {
has_trait = arrogant
}
}
add_opinion = {
target = scope:councillor_liege
modifier = grateful_opinion
opinion = 15
}
hidden_effect = {
add_opinion = {
target = scope:councillor
modifier = grateful_opinion
opinion = 15
}
}
}
else = {
add_opinion = {
target = scope:councillor_liege
modifier = insult_opinion
opinion = -15
}
}
}As written in game/common/scripted_effects/00_councillor_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls councillor_spouse_learning_2603_chosen_councillor_effect.
Events (1)
- …: Up to the Task
councillor_spouse_learning.2603
Source: game/common/scripted_effects/00_councillor_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.