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

friendly_counsel_random_removal_effect

friendly_counsel_random_removal_effect = yes

game/common/scripted_effects/00_diplomacy_perk_effects.txt, line 870 (67 lines). No parameters.

friendly_counsel_random_removal_effect is a scripted effect in Crusader Kings III, written at line 870 of its file. It takes no parameters: friendly_counsel_random_removal_effect = yes. The game's script calls it in 1 place, among them death_management.1003 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_diplomacy_perk_effects.txt.

What it does

  • If has the Friendly Counsel Perk:
    • If

      • Current friendly counsel perk value at most friendly counsel max
      • Current friendly counsel perk value more than 0
      • Any in list:

      Then

      • 1 of 5 things will happen:
        • 20%: Loses “Friendly Counsel”
        • 20%: Loses “Friendly Counsel”
        • 20%: Loses “Friendly Counsel”
        • 20%: Loses “Friendly Counsel”
        • 20%: Loses “Friendly Counsel”

• 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 (67 lines of game script)
friendly_counsel_random_removal_effect = {
	if = {
		limit = {
			has_perk = friendly_counsel_perk
		}

		every_relation = {
			type = friend
			add_to_temporary_list = friendly_counsel_friends
		}
		every_relation = {
			type = best_friend
			add_to_temporary_list = friendly_counsel_friends
		}

		if = {
			limit = {
				exists = var:current_friendly_counsel_perk_value
				save_temporary_scope_as = affected_friend
				var:current_friendly_counsel_perk_value <= friendly_counsel_max
				var:current_friendly_counsel_perk_value > 0
				any_in_list = {
					list = friendly_counsel_friends
					count > scope:affected_friend.var:current_friendly_counsel_perk_value
					NOT = { has_character_flag = about_to_die_but_not_dead_yet_flag  }
				}
			}
			random_list = {
				1 = {
					trigger = {
						has_character_modifier = friendly_counsel_martial_gain
					}
					remove_character_modifier = friendly_counsel_martial_gain
				}
				1 = {
					trigger = {
						has_character_modifier = friendly_counsel_diplomacy_gain
					}
					remove_character_modifier = friendly_counsel_diplomacy_gain
				}
				1 = {
					trigger = {
						has_character_modifier = friendly_counsel_intrigue_gain
					}
					remove_character_modifier = friendly_counsel_intrigue_gain
				}
				1 = {
					trigger = {
						has_character_modifier = friendly_counsel_stewardship_gain
					}
					remove_character_modifier = friendly_counsel_stewardship_gain
				}
				1 = {
					trigger = {
						has_character_modifier = friendly_counsel_learning_gain
					}
					remove_character_modifier = friendly_counsel_learning_gain
				}
			}

			change_variable = {
				name = current_friendly_counsel_perk_value
				subtract = 1
			}
		}
	}
}

As written in game/common/scripted_effects/00_diplomacy_perk_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls friendly_counsel_random_removal_effect.

Source: game/common/scripted_effects/00_diplomacy_perk_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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