Scripted effect
friendly_counsel_skill_gain_effect
friendly_counsel_skill_gain_effect = yesgame/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
- 1 of 5 things will happen:
- 20%:
- Gains the modifier “Friendly Counsel”
- Martial +2
- Gains the modifier “Friendly Counsel”
- 20%:
- Gains the modifier “Friendly Counsel”
- Diplomacy +2
- Gains the modifier “Friendly Counsel”
- 20%:
- Gains the modifier “Friendly Counsel”
- Intrigue +2
- Gains the modifier “Friendly Counsel”
- 20%:
- Gains the modifier “Friendly Counsel”
- Stewardship +2
- Gains the modifier “Friendly Counsel”
- 20%:
- Gains the modifier “Friendly Counsel”
- Learning +2
- Gains the modifier “Friendly Counsel”
- 20%:
• 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.