Scripted effect
culture_randomize_commander_trait_effect
culture_randomize_commander_trait_effect = yesgame/common/scripted_effects/00_education_effects.txt, line 3023 (157 lines). No parameters.
culture_randomize_commander_trait_effect is a scripted effect in Crusader Kings III, written at line 3023 of its file. It takes no parameters: culture_randomize_commander_trait_effect = yes. The game's script calls it in 1 place, among them post_education_bonuses_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_education_effects.txt.
What it does
- 1 of 17 things will happen:
- 6%: Gains the Trait Rough Terrain Expert
- 6%: Gains the Trait Logistician
- 6%: Gains the Trait Military Engineer
- 6%: Gains the Trait Aggressive Attacker
- 6%: Gains the Trait Defender
- 6%: Gains the Trait Forder
- 6%: Gains the Trait Flexible Leader
- 6%: Gains the Trait Desert Warrior
- 6%: Gains the Trait Jungle Stalker
- 6%: Gains the Trait Winter Soldier
- 6%: Gains the Trait Pillager
- 6%: Gains the Trait Reckless
- 6%: Gains the Trait Faithful Blade
- 6%: Gains the Trait Organizer
- 6%: Gains the Trait Forest Fighter
- 6%: Gains the Trait Cautious Leader
- 6%: Gains the Trait Open Terrain Expert
• 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)
culture_randomize_commander_trait_effect = {
random_list = {
100 = {
trigger = {
NOT = { has_trait = rough_terrain_expert }
scope:educator = {
has_trait = rough_terrain_expert
}
}
add_trait = rough_terrain_expert
}
100 = {
trigger = {
NOT = { has_trait = logistician }
scope:educator = {
has_trait = logistician
}
}
add_trait = logistician
}
100 = {
trigger = {
NOT = { has_trait = military_engineer }
scope:educator = {
has_trait = military_engineer
}
}
add_trait = military_engineer
}
100 = {
trigger = {
NOT = { has_trait = aggressive_attacker }
scope:educator = {
has_trait = aggressive_attacker
}
}
add_trait = aggressive_attacker
}
100 = {
trigger = {
NOT = { has_trait = unyielding_defender }
scope:educator = {
has_trait = unyielding_defender
}
}
add_trait = unyielding_defender
}
100 = {
trigger = {
NOT = { has_trait = forder }
scope:educator = {
has_trait = forder
}
}
add_trait = forder
}
100 = {
trigger = {
NOT = { has_trait = flexible_leader }
scope:educator = {
has_trait = flexible_leader
}
}
add_trait = flexible_leader
}
100 = {
trigger = {
NOT = { has_trait = desert_warrior }
scope:educator = {
has_trait = desert_warrior
}
}
add_trait = desert_warrior
}
100 = {
trigger = {
NOT = { has_trait = jungle_stalker }
scope:educator = {
has_trait = jungle_stalker
}
}
add_trait = jungle_stalker
}
100 = {
trigger = {
NOT = { has_trait = winter_soldier }
scope:educator = {
has_trait = winter_soldier
}
}
add_trait = winter_soldier
}
100 = {
trigger = {
NOT = { has_trait = reaver }
scope:educator = {
has_trait = reaver
}
}
add_trait = reaver
}
100 = {
trigger = {
NOT = { has_trait = reckless }
scope:educator = {
has_trait = reckless
}
}
add_trait = reckless
}
100 = {
trigger = {
NOT = { has_trait = holy_warrior }
scope:educator = {
has_trait = holy_warrior
}
}
add_trait = holy_warrior
}
100 = {As written in game/common/scripted_effects/00_education_effects.txt.
The first 120 of its 157 lines; the rest is in game/common/scripted_effects/00_education_effects.txt from line 3023.
Where it is used
Every place in common/, events/ and history/ that calls culture_randomize_commander_trait_effect.
Scripted effects (1)
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.