CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

culture_randomize_commander_trait_effect

culture_randomize_commander_trait_effect = yes

game/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

• 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.

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