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

knight_increase_prowess_chance_effect

knight_increase_prowess_chance_effect = yes

game/common/scripted_effects/00_commander_effects.txt, line 20 (129 lines). No parameters.

knight_increase_prowess_chance_effect is a scripted effect in Crusader Kings III, written at line 20 of its file. It takes no parameters: knight_increase_prowess_chance_effect = yes. The game's script calls it in 13 places, among them minor_decisions.0001 (event), yearly_playable_pulse (on action) and chance_for_knight_appearance_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_commander_effects.txt.

What it does

  • 1 of 3 things will happen:
  • If

    • Their liege: Is played by a person

    Then

    • If

      a check the game hides

      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 (120 lines of game script)
knight_increase_prowess_chance_effect = {
	random_list = {
		60 = {
			modifier = {
				add = {
					value = this.learning
					multiply = -1
					multiply = 2
				}
			}
			modifier = {
				factor = 0.5
				dynasty ?= {
					has_dynasty_perk = warfare_legacy_3
				}
			}
		}
		30 = {
			add_prowess_skill = 1
		}
		10 = {
			blademaster_lifestyle_rank_up_effect = yes
			modifier = {
				add = 5
				has_education_martial_trigger = yes
			}
			modifier = {
				add = 4
				has_trait = education_martial_prowess_1
			}
			modifier = {
				add = 8
				has_trait = education_martial_prowess_2
			}
			modifier = {
				add = 12
				has_trait = education_martial_prowess_3
			}
			modifier = {
				add = 16
				has_trait = education_martial_prowess_4
			}
			modifier = {
				add = 15
				has_trait = lifestyle_blademaster
			}
			modifier = {
				add = 10
				has_trait = shrewd
			}
			modifier = {
				add = 10
				has_trait = physique_good
			}
			modifier = {
				add = 5
				has_trait = intellect_good_1
			}
			modifier = {
				add = 15
				has_trait = intellect_good_2
			}
			modifier = {
				add = 30
				has_trait = intellect_good_3
			}
			modifier = {
				factor = 3
				culture = {
					has_cultural_parameter = blademaster_traits_more_common
				}
			}
			modifier = {
				factor = 0
				AND = {
					has_trait = lifestyle_blademaster
					has_trait_xp = {
						trait = lifestyle_blademaster
						value >= trait_third_level
					}
				}
			}
		}
	}

	#This effect is used when the knight does something "good", so let's save them for the player to perhaps reward in the future
	if = {
		limit = {
			liege ?= { is_ai = no }
			NOT = { has_character_flag = was_the_target_of_event_court_5060 }
		}
		if = {
			limit = {
				exists = var:number_of_impressive_knight_things
			}
			change_variable = {
				name = number_of_impressive_knight_things
				add = 1
			}
		}
		else = {
			set_variable = {
				name = number_of_impressive_knight_things
				value = 1
			}
		}

		# Maintenance of the variable
		if = {
			limit = {
				NOT = { has_character_flag = is_schedueled_for_court_5061_maintenance }
			}
			add_character_flag = {
				flag = is_schedueled_for_court_5061_maintenance
				years = 4
			}
			trigger_event = {
				id = court.5061
				years = 4
			}

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

The first 120 of its 129 lines; the rest is in game/common/scripted_effects/00_commander_effects.txt from line 20.

Where it is used

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

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

  • yearly_playable_pulse

Combat phase events (9)

  • commander_killed
  • commander_maimed
  • commander_wounded
  • knight_become_berserker
  • knight_berserker_attack
  • knight_killed
3 more
  • knight_maimed
  • knight_shieldmaiden_attack
  • knight_wounded

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

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