Scripted effect
court_tutor_education_boost_effect
court_tutor_education_boost_effect = yesgame/common/scripted_effects/00_education_effects.txt, line 2625 (315 lines). No parameters.
court_tutor_education_boost_effect is a scripted effect in Crusader Kings III, written at line 2625 of its file. It takes no parameters: court_tutor_education_boost_effect = yes. The game's script calls it in 5 places, among them Coming of Age (event coming_of_age.0001), Coming of Age (event coming_of_age.0002) and Coming of Age (event coming_of_age.0003). Patch 1.20.1.2, from game/common/scripted_effects/00_education_effects.txt.
What it does
If
- Their court owner:
Then
If
has_focus = education_diplomacy
Then
- 1 of 3 things will happen:
- 10%: Nothing else happens
- 40% (base chance; changed in play): Nothing else happens
- 50% (base chance; changed in play): Nothing else happens
Else if
has_focus = education_martial
Then
- 1 of 3 things will happen:
- 10%: Nothing else happens
- 40% (base chance; changed in play): Nothing else happens
- 50% (base chance; changed in play): Nothing else happens
Else if
has_focus = education_stewardship
Then
- 1 of 3 things will happen:
- 10%: Nothing else happens
- 40% (base chance; changed in play): Nothing else happens
- 50% (base chance; changed in play): Nothing else happens
Else if
has_focus = education_intrigue
Then
- 1 of 3 things will happen:
- 10%: Nothing else happens
- 40% (base chance; changed in play): Nothing else happens
- 50% (base chance; changed in play): Nothing else happens
Else if
has_focus = education_learning
Then
- 1 of 3 things will happen:
- 10%: Nothing else happens
- 40% (base chance; changed in play): Nothing else happens
- 50% (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 (120 lines of game script)
court_tutor_education_boost_effect = {
if = {
limit = {
court_owner ?= {
OR = {
AND = {
employs_court_position = court_tutor_court_position
any_court_position_holder = {
type = court_tutor_court_position
}
}
AND = {
employs_court_position = court_guru_court_position
any_court_position_holder = {
type = court_guru_court_position
}
}
}
}
}
# Let's save the court tutor or guru with the highest aptitude
# we can use the court tutor aptitude checks for Gurus because they are nearly identical for what matters in these calculations
court_owner = {
if = {
limit = {
employs_court_position = court_tutor_court_position
}
random_court_position_holder = {
type = court_tutor_court_position
limit = {
var:booner_target ?= root
}
alternative_limit = { aptitude:court_tutor_court_position >= 4 }
alternative_limit = { aptitude:court_tutor_court_position >= 3 }
alternative_limit = { aptitude:court_tutor_court_position >= 2 }
alternative_limit = { aptitude:court_tutor_court_position >= 1 }
alternative_limit = { always = yes }
save_scope_as = court_tutor
}
}
else = {
random_court_position_holder = {
type = court_guru_court_position
limit = {
var:booner_target ?= root
}
alternative_limit = { aptitude:court_guru_court_position >= 4 }
alternative_limit = { aptitude:court_guru_court_position >= 3 }
alternative_limit = { aptitude:court_guru_court_position >= 2 }
alternative_limit = { aptitude:court_guru_court_position >= 1 }
alternative_limit = { always = yes }
save_scope_as = court_tutor
}
}
}
if = {
limit = { has_focus = education_diplomacy }
random_list = {
10 = { # Small chance for a GREAT boost
trigger = {
OR = {
scope:court_tutor.aptitude:court_tutor_court_position = 4
scope:court_tutor.var:booner_target ?= root
}
}
change_variable = {
name = education_diplomacy_variable
add = 4
}
}
40 = {
modifier = {
add = 20
scope:court_tutor.aptitude:court_tutor_court_position = 4
}
modifier = {
add = 10
scope:court_tutor.aptitude:court_tutor_court_position = 3
}
modifier = {
add = 10
scope:court_tutor.var:booner_target ?= root
}
change_variable = {
name = education_diplomacy_variable
add = 3
}
}
50 = {
modifier = {
add = 10
scope:court_tutor.aptitude:court_tutor_court_position = 2
}
modifier = {
add = 20
scope:court_tutor.aptitude:court_tutor_court_position = 1
}
change_variable = {
name = education_diplomacy_variable
add = 2
}
}
}
}
else_if = {
limit = { has_focus = education_martial }
random_list = {
10 = { # Small chance for a GREAT boost
trigger = {
scope:court_tutor.aptitude:court_tutor_court_position = 4
scope:court_tutor.var:booner_target ?= root
}
change_variable = {
name = education_martial_variable
add = 4
}
}
40 = {
modifier = {As written in game/common/scripted_effects/00_education_effects.txt.
The first 120 of its 315 lines; the rest is in game/common/scripted_effects/00_education_effects.txt from line 2625.
Where it is used
Every place in common/, events/ and history/ that calls court_tutor_education_boost_effect.
Events (5)
- Coming of Age
coming_of_age.0001 - Coming of Age
coming_of_age.0002 - Coming of Age
coming_of_age.0003 - Coming of Age
coming_of_age.0004 - Coming of Age
coming_of_age.0005
Source: game/common/scripted_effects/00_education_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.