CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

friendly_counsel_skill_gain_effect

friendly_counsel_skill_gain_effect = yes

game/common/scripted_effects/00_diplomacy_perk_effects.txt, line 787 (82 lines). No parameters.

friendly_counsel_skill_gain_effect is a scripted effect in Crusader Kings III, written at line 787 of its file. It takes no parameters: friendly_counsel_skill_gain_effect = yes. The game's script calls it in 2 places, among them Friendly Counsel (lifestyle perk) and on_set_relation_friend (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_diplomacy_perk_effects.txt.

The comment above it in the file

friendly_counsel_skill_gain_effect: Randomly gain a skill point because of your friend
friendly_counsel_random_removal_effect: Removes a random one of the modifiers added by Friendly Counsel

What it does

  • If has the Friendly Counsel Perk:
    • If

      • One of these

        • Current friendly counsel perk value less than friendly counsel max
        • or

          All of these

          • Government is Nomadic
          • Current friendly counsel perk value less than 6
          • Any in list:
            • has_relation_blood_brother = root
      • Any in list:

      Then

• 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 (82 lines of game script)
friendly_counsel_skill_gain_effect = {
	if = {
		limit = {
			has_perk = friendly_counsel_perk
		}
		if = {
			limit = {
				NOT = { has_variable = current_friendly_counsel_perk_value }
			}
			set_variable = {
				name = current_friendly_counsel_perk_value
				value = 0
			}
		}

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

		if = {
			limit = {
				exists = var:current_friendly_counsel_perk_value
				save_temporary_scope_as = affected_friend
				OR = {
					var:current_friendly_counsel_perk_value < friendly_counsel_max
					AND = { # If you have a Blood Brother you get one extra skill
						government_has_flag = government_is_nomadic
						var:current_friendly_counsel_perk_value < 6
						any_in_list = {
							list = friendly_counsel_friends
							has_relation_blood_brother = root
						}
					}
				}
				any_in_list = {
					list = friendly_counsel_friends
					count > scope:affected_friend.var:current_friendly_counsel_perk_value
				}
			}
			random_list = {
				1 = {
					add_character_modifier = {
						modifier = friendly_counsel_martial_gain
					}
				}
				1 = {
					add_character_modifier = {
						modifier = friendly_counsel_diplomacy_gain
					}
				}
				1 = {
					add_character_modifier = {
						modifier = friendly_counsel_intrigue_gain
					}
				}
				1 = {
					add_character_modifier = {
						modifier = friendly_counsel_stewardship_gain
					}
				}
				1 = {
					add_character_modifier = {
						modifier = friendly_counsel_learning_gain
					}
				}
			}
			change_variable = {
				name = current_friendly_counsel_perk_value
				add = 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_skill_gain_effect.

Lifestyle perks (1)

On actions (the game's own hooks) (1)

  • on_set_relation_friend

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.

Spotted a mistake on this page?