Scripted effect
knight_increase_prowess_chance_effect
knight_increase_prowess_chance_effect = yesgame/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:
- 60% (base chance; changed in play): Nothing else happens
- 30%:
add_prowess_skill = 1
- 10% (base chance; changed in play):
If
- Their liege: Is played by a person
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.
Events (1)
On actions (the game's own hooks) (1)
- yearly_playable_pulse
Scripted effects (2)
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.