Scripted effect
councillor_spouse_learning_2603_scope_save_effect
councillor_spouse_learning_2603_scope_save_effect = yesgame/common/scripted_effects/00_councillor_effects.txt, line 306 (93 lines). No parameters.
councillor_spouse_learning_2603_scope_save_effect is a scripted effect in Crusader Kings III, written at line 306 of its file. It takes no parameters: councillor_spouse_learning_2603_scope_save_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
If
- Any normal councillor:
Then
- 1 of 5 things will happen:
- 20% (base chance; changed in play): Nothing else happens
- 20% (base chance; changed in play): Nothing else happens
- 20% (base chance; changed in play): Nothing else happens
- 20% (base chance; changed in play): Nothing else happens
- 20% (base chance; changed in play): 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 (93 lines of game script)
councillor_spouse_learning_2603_scope_save_effect = {
if = {
limit = {
any_normal_councillor = {
councillor_spouse_learning_2603_valid_councillor_trigger = yes
NOR = {
AND = {
exists = scope:chancellor
this = scope:chancellor
}
AND = {
exists = scope:marshal
this = scope:marshal
}
AND = {
exists = scope:steward
this = scope:steward
}
AND = {
exists = scope:spymaster
this = scope:spymaster
}
AND = {
exists = scope:court_chaplain
this = scope:court_chaplain
}
}
}
}
random_list = {
1 = {
trigger = {
exists = cp:councillor_chancellor
cp:councillor_chancellor = { councillor_spouse_learning_2603_valid_councillor_trigger = yes }
NOT = { exists = scope:chancellor }
}
modifier = {
cp:councillor_chancellor = { diplomacy <= mediocre_skill_rating }
factor = 3
}
cp:councillor_chancellor = { save_scope_as = chancellor }
}
1 = {
trigger = {
exists = cp:councillor_marshal
cp:councillor_marshal = { councillor_spouse_learning_2603_valid_councillor_trigger = yes }
NOT = { exists = scope:marshal }
}
modifier = {
cp:councillor_marshal = { martial <= mediocre_skill_rating }
factor = 3
}
cp:councillor_marshal = { save_scope_as = marshal }
}
1 = {
trigger = {
exists = cp:councillor_steward
cp:councillor_steward = { councillor_spouse_learning_2603_valid_councillor_trigger = yes }
NOT = { exists = scope:steward }
}
modifier = {
cp:councillor_steward = { stewardship <= mediocre_skill_rating }
factor = 3
}
cp:councillor_steward = { save_scope_as = steward }
}
1 = {
trigger = {
exists = cp:councillor_spymaster
cp:councillor_spymaster = { councillor_spouse_learning_2603_valid_councillor_trigger = yes }
NOT = { exists = scope:spymaster }
}
modifier = {
cp:councillor_spymaster = { intrigue <= mediocre_skill_rating }
factor = 3
}
cp:councillor_spymaster = { save_scope_as = spymaster }
}
1 = {
trigger = {
exists = cp:councillor_court_chaplain
cp:councillor_court_chaplain = { councillor_spouse_learning_2603_valid_councillor_trigger = yes }
NOT = { exists = scope:court_chaplain }
}
modifier = {
cp:councillor_court_chaplain = { learning <= mediocre_skill_rating }
factor = 3
}
cp:councillor_court_chaplain = { save_scope_as = court_chaplain }
}
}
}
}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_scope_save_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.