Scripted effect
groomed_to_rule_random_skills_effect
groomed_to_rule_random_skills_effect = yesgame/common/scripted_effects/00_diplomacy_perk_effects.txt, line 167 (497 lines). No parameters.
groomed_to_rule_random_skills_effect is a scripted effect in Crusader Kings III, written at line 167 of its file. It takes no parameters: groomed_to_rule_random_skills_effect = yes. The game's script calls it in 2 places, among them Groomed to Rule (lifestyle perk) and childhood_groomed_to_rule_skill_gain_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_diplomacy_perk_effects.txt.
What it does
- Otherwise › 1 of 5 things will happen:
- 20%: Nothing else happens
- 20%: Nothing else happens
- 20%: Nothing else happens
- 20%: Nothing else happens
- 20%: Nothing else happens
If
scope:skill_to_increase = flag:martial
Then
- 1 of 3 things will happen:
- 33%:
add_martial_skill = 1- scope:parent › scope:child:
add_martial_skill = 1
- 33%:
add_martial_skill = 2- scope:parent › scope:child:
add_martial_skill = 2
- 33%:
add_martial_skill = 3- scope:parent › scope:child:
add_martial_skill = 3
- 33%:
Else if
scope:skill_to_increase = flag:intrigue
Then
- 1 of 3 things will happen:
- 33%:
add_intrigue_skill = 1- scope:parent › scope:child:
add_intrigue_skill = 1
- 33%:
add_intrigue_skill = 2- scope:parent › scope:child:
add_intrigue_skill = 2
- 33%:
add_intrigue_skill = 3- scope:parent › scope:child:
add_intrigue_skill = 3
- 33%:
Else if
scope:skill_to_increase = flag:diplomacy
Then
- 1 of 3 things will happen:
- 33%:
add_diplomacy_skill = 1- scope:parent › scope:child:
add_diplomacy_skill = 1
- 33%:
add_diplomacy_skill = 2- scope:parent › scope:child:
add_diplomacy_skill = 2
- 33%:
add_diplomacy_skill = 3- scope:parent › scope:child:
add_diplomacy_skill = 3
- 33%:
Else if
scope:skill_to_increase = flag:stewardship
Then
- 1 of 3 things will happen:
- 33%:
add_stewardship_skill = 1- scope:parent › scope:child:
add_stewardship_skill = 1
- 33%:
add_stewardship_skill = 2- scope:parent › scope:child:
add_stewardship_skill = 2
- 33%:
add_stewardship_skill = 3- scope:parent › scope:child:
add_stewardship_skill = 3
- 33%:
Else if
scope:skill_to_increase = flag:learning
Then
- 1 of 3 things will happen:
- 33%:
add_learning_skill = 1- scope:parent › scope:child:
add_learning_skill = 1
- 33%:
add_learning_skill = 2- scope:parent › scope:child:
add_learning_skill = 2
- 33%:
add_learning_skill = 3- scope:parent › scope:child:
add_learning_skill = 3
- 33%:
• 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)
groomed_to_rule_random_skills_effect = {
save_scope_as = child
if = {
limit = {
trigger_if = {
limit = { age <= childhood_education_start_age }
has_trait = rowdy # Default trait for martial ed
}
trigger_else_if = {
limit = { age < adulthood_start_age }
has_focus = education_martial
}
trigger_else = {
has_trait = education_martial
}
}
save_temporary_scope_value_as = {
name = skill_to_increase
value = flag:martial
}
}
else_if = {
limit = {
trigger_if = {
limit = { age <= childhood_education_start_age }
has_trait = charming # Default trait for intrigue ed
}
trigger_else_if = {
limit = { age < adulthood_start_age }
has_focus = education_intrigue
}
trigger_else = {
has_trait = education_intrigue
}
}
save_temporary_scope_value_as = {
name = skill_to_increase
value = flag:intrigue
}
}
else_if = {
limit = {
trigger_if = {
limit = { age <= childhood_education_start_age }
has_trait = curious # Default trait for diplomacy ed
}
trigger_else_if = {
limit = { age < adulthood_start_age }
has_focus = education_diplomacy
}
trigger_else = {
has_trait = education_diplomacy
}
}
save_temporary_scope_value_as = {
name = skill_to_increase
value = flag:diplomacy
}
}
else_if = {
limit = {
trigger_if = {
limit = { age <= childhood_education_start_age }
has_trait = bossy # Default trait for stewardship ed
}
trigger_else_if = {
limit = { age < adulthood_start_age }
has_focus = education_stewardship
}
trigger_else = {
has_trait = education_stewardship
}
}
save_temporary_scope_value_as = {
name = skill_to_increase
value = flag:stewardship
}
}
else_if = {
limit = {
trigger_if = {
limit = { age <= childhood_education_start_age }
has_trait = pensive # Default trait for learning ed
}
trigger_else_if = {
limit = { age < adulthood_start_age }
has_focus = education_learning
}
trigger_else = {
has_trait = education_learning
}
}
save_temporary_scope_value_as = {
name = skill_to_increase
value = flag:learning
}
}
else = { # Fallback in case something goes wrong
random_list = {
1 = {
save_temporary_scope_value_as = {
name = skill_to_increase
value = flag:martial
}
}
1 = {
save_temporary_scope_value_as = {
name = skill_to_increase
value = flag:diplomacy
}
}
1 = {
save_temporary_scope_value_as = {
name = skill_to_increase
value = flag:intrigue
}
}
1 = {
save_temporary_scope_value_as = {
name = skill_to_increaseAs written in game/common/scripted_effects/00_diplomacy_perk_effects.txt.
The first 120 of its 497 lines; the rest is in game/common/scripted_effects/00_diplomacy_perk_effects.txt from line 167.
Where it is used
Every place in common/, events/ and history/ that calls groomed_to_rule_random_skills_effect.
Lifestyle perks (1)
Scripted effects (1)
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.