Scripted effect
councillor_spouse_lifestyle_rank_up_effect
councillor_spouse_lifestyle_rank_up_effect = { SKILL = … }game/common/scripted_effects/00_spouse_effects.txt, line 13 (105 lines). Parameters: $SKILL$.
councillor_spouse_lifestyle_rank_up_effect is a scripted effect in Crusader Kings III, written at line 13 of its file. A call passes 1 parameter: SKILL. The game's script calls it in 1 place, among them councillor_spouse_background.0001 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_spouse_effects.txt.
What it does
- …% chance of:
- If has the Modifier: councillor spouse … 2 modifier:
- Loses “councillor spouse … 2 modifier”
- scope:council_owner › scope:councillor › Depending on skill type:
- Else, if has the Modifier: councillor spouse … 1 modifier:
- Loses “councillor spouse … 1 modifier”
- scope:council_owner › scope:councillor: Gains the modifier “councillor spouse $SKILL$ 2 modifier”
- Otherwise › scope:council_owner › scope:councillor: Gains the modifier “councillor spouse $SKILL$ 1 modifier”
- If has the Modifier: councillor spouse … 2 modifier:
• 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 (105 lines of game script)
councillor_spouse_lifestyle_rank_up_effect = {
random = {
chance = var:councillor_spouse_lifestyle_progress
modifier = {
add = $SKILL$
}
modifier = {
factor = councillor_spouse_lifestyle_progress_factor
}
save_temporary_scope_value_as = {
name = ranked_up
value = yes
}
save_scope_as = councillor
random_spouse = {
limit = {
exists = this.cp:councillor_spouse
this.cp:councillor_spouse = scope:councillor
}
save_scope_as = council_owner
}
save_scope_value_as = {
name = skill_type
value = flag:$SKILL$
}
if = {
limit = { has_character_modifier = councillor_spouse_$SKILL$_2_modifier }
remove_character_modifier = councillor_spouse_$SKILL$_2_modifier
scope:council_owner = {
send_interface_message = {
type = msg_spouse_task_good
title = councillor_spouse_background.0001.title
desc = councillor_spouse_background.0001.$SKILL$_notification
left_icon = scope:councillor
scope:councillor = {
switch = {
trigger = scope:skill_type
flag:diplomacy = {
add_trait = diplomat
debug_log = "A Spouse reached Lifestyle Rank 3, Diplomat was set"
}
flag:martial = {
add_trait = strategist
debug_log = "A Spouse reached Lifestyle Rank 3, Strategist was set"
}
flag:stewardship = {
add_trait = architect
debug_log = "A Spouse reached Lifestyle Rank 3, Architect was set"
}
flag:intrigue = {
add_trait = schemer
debug_log = "A Spouse reached Lifestyle Rank 3, Schemer was set"
}
flag:learning = {
add_trait = erudite
debug_log = "A Spouse reached Lifestyle Rank 3, Erudite was set"
}
fallback = { debug_log = "A Spouse reached Lifestyle Rank 3, but no trait was set" }
}
}
}
}
}
else_if = {
limit = { has_character_modifier = councillor_spouse_$SKILL$_1_modifier }
remove_character_modifier = councillor_spouse_$SKILL$_1_modifier
scope:council_owner = {
send_interface_message = {
type = msg_spouse_task_good
title = councillor_spouse_background.0001.title
desc = councillor_spouse_background.0001.$SKILL$_notification
left_icon = scope:councillor
scope:councillor = {
add_character_modifier = {
modifier = councillor_spouse_$SKILL$_2_modifier
}
}
}
}
debug_log = "A Spouse reached Lifestyle Rank 2"
}
else = {
scope:council_owner = {
send_interface_message = {
type = msg_spouse_task_good
title = councillor_spouse_background.0001.title
desc = councillor_spouse_background.0001.$SKILL$_notification
left_icon = scope:councillor
scope:councillor = {
add_character_modifier = {
modifier = councillor_spouse_$SKILL$_1_modifier
}
}
}
}
debug_log = "A Spouse reached Lifestyle Rank 1"
}
#Reset the progress once the character has ranked up
set_variable = {
name = councillor_spouse_lifestyle_progress
value = 0
}
}
}As written in game/common/scripted_effects/00_spouse_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls councillor_spouse_lifestyle_rank_up_effect.
Events (1)
Source: game/common/scripted_effects/00_spouse_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.