Scripted effect
councillor_spouse_learning_2603_scopes_for_portraits_effect
councillor_spouse_learning_2603_scopes_for_portraits_effect = yesgame/common/scripted_effects/00_councillor_effects.txt, line 278 (27 lines). No parameters.
councillor_spouse_learning_2603_scopes_for_portraits_effect is a scripted effect in Crusader Kings III, written at line 278 of its file. It takes no parameters: councillor_spouse_learning_2603_scopes_for_portraits_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 played by a person:
If a check the game hides passes: the same again (1 line)
scope:chancellor:
If a check the game hides passes: the same again (1 line)
scope:marshal:
If a check the game hides passes: the same again (1 line)
scope:steward:
If a check the game hides passes: the same again (1 line)
scope:spymaster:
If a check the game hides passes: the same again (1 line)
scope:court_chaplain:
• 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 (27 lines of game script)
councillor_spouse_learning_2603_scopes_for_portraits_effect = {
if = {
limit = { is_ai = no }
#Saves the (up to) 3 chosen chancellors for portraits. Set up like this to make sure the options and portraits are in the same order.
if = {
limit = { exists = scope:chancellor }
scope:chancellor = { councillor_spouse_learning_2603_scopes_for_portraits_support_effect = yes }
}
if = {
limit = { exists = scope:marshal }
scope:marshal = { councillor_spouse_learning_2603_scopes_for_portraits_support_effect = yes }
}
if = {
limit = { exists = scope:steward }
scope:steward = { councillor_spouse_learning_2603_scopes_for_portraits_support_effect = yes }
}
if = {
limit = { exists = scope:spymaster }
scope:spymaster = { councillor_spouse_learning_2603_scopes_for_portraits_support_effect = yes }
}
if = {
limit = { exists = scope:court_chaplain }
scope:court_chaplain = { councillor_spouse_learning_2603_scopes_for_portraits_support_effect = yes }
}
}
}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_scopes_for_portraits_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.