Scripted effect
courtier_guest_pool_character_secret_giving_effect
courtier_guest_pool_character_secret_giving_effect = yesgame/common/scripted_effects/00_courtier_guest_management_effects.txt, line 423 (89 lines). No parameters.
courtier_guest_pool_character_secret_giving_effect is a scripted effect in Crusader Kings III, written at line 423 of its file. It takes no parameters: courtier_guest_pool_character_secret_giving_effect = yes. The game's script calls it in 2 places, among them courtier_guest_management.3001 (event) and pool_character_development_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_courtier_guest_management_effects.txt.
What it does
- 1 of 5 things will happen:
- 20% (base chance; changed in play):
- 10% (base chance; changed in play):
- 10%:
ai_compassion_target_modifier = { VALUE = -50 }give_cannibal_secret_or_trait_effect = yes
- 50%:
ai_zeal_target_modifier = { VALUE = -50 }give_non_believer_secret_effect = yes
- 10% (base chance; changed in play):
ai_greed_target_modifier = { VALUE = 50 }
• 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 (89 lines of game script)
courtier_guest_pool_character_secret_giving_effect = {
random_list = {
# Deviant
200 = {
trigger = {
NOR = {
has_trait = celibate
has_trait = chaste
any_secret = { type = secret_deviant }
has_trait = deviant
}
}
modifier = {
has_trait = lustful
add = 50
}
give_deviant_secret_or_trait_effect = yes
}
# Homosexual
100 = {
trigger = {
is_male = yes
OR = {
has_sexuality = homosexual
has_sexuality = bisexual
}
NOT = { has_trait = celibate }
NOR = {
any_secret = { type = secret_homosexual }
has_trait = sodomite
}
}
modifier = {
has_trait = chaste
add = -50
}
give_homosexual_secret_or_nothing_effect = yes
}
# Cannibal
100 = {
trigger = {
OR = {
has_trait = lunatic
has_trait = possessed
ai_compassion <= high_negative_ai_value
}
NOR = {
any_secret = { type = secret_cannibal }
has_trait = cannibal
}
}
ai_compassion_target_modifier = { VALUE = -50 }
give_cannibal_secret_or_trait_effect = yes
}
# Non-believer
500 = {
trigger = {
NOR = {
has_trait = zealous
any_secret = { type = secret_non_believer }
has_character_modifier = known_non_believer
}
}
ai_zeal_target_modifier = { VALUE = -50 }
give_non_believer_secret_effect = yes
}
# Witch
100 = {
trigger = {
NOR = {
has_trait = zealous
any_secret = { type = secret_witch }
has_trait = witch
}
}
modifier = {
OR = {
has_trait = lifestyle_mystic
has_trait = lifestyle_herbalist
}
add = 50
}
ai_greed_target_modifier = { VALUE = 50 }
}
}
}As written in game/common/scripted_effects/00_courtier_guest_management_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls courtier_guest_pool_character_secret_giving_effect.
Events (1)
Scripted effects (1)
Source: game/common/scripted_effects/00_courtier_guest_management_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.