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

learn_commander_trait_success_effect

learn_commander_trait_success_effect = yes

game/common/scripted_effects/00_martial_lifestyle_effects.txt, line 785 (94 lines). No parameters.

learn_commander_trait_success_effect is a scripted effect in Crusader Kings III, written at line 785 of its file. It takes no parameters: learn_commander_trait_success_effect = yes. The game's script calls it in 6 places, among them A Supply of Knowledge (event learn_commander_trait.1301), marshal_task.0302 (event) and marshal_task.2101 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_martial_lifestyle_effects.txt.

What it does

  • If

    • has_relation_mentor = scope:teacher

    Then

    • remove_relation_mentor = scope:teacher
  • If commander trait being taught is logistician: Gains the Trait Logistician
  • Else, if commander trait being taught is military engineer: Gains the Trait Military Engineer
  • Else, if commander trait being taught is aggressive attacker: Gains the Trait Aggressive Attacker
  • Else, if commander trait being taught is unyielding defender: Gains the Trait Defender
  • Else, if commander trait being taught is forder: Gains the Trait Forder
  • Else, if commander trait being taught is flexible leader: Gains the Trait Flexible Leader
  • Else, if commander trait being taught is desert warrior: Gains the Trait Desert Warrior
  • Else, if commander trait being taught is jungle stalker: Gains the Trait Jungle Stalker
  • Else, if commander trait being taught is winter soldier: Gains the Trait Winter Soldier
  • Else, if commander trait being taught is reaver: Gains the Trait Pillager
  • Else, if commander trait being taught is reckless: Gains the Trait Reckless
  • Else, if commander trait being taught is holy warrior: Gains the Trait Faithful Blade
  • Else, if commander trait being taught is open terrain expert: Gains the Trait Open Terrain Expert
  • Else, if commander trait being taught is rough terrain expert: Gains the Trait Rough Terrain Expert
  • Else, if commander trait being taught is forest fighter: Gains the Trait Forest Fighter
  • Else, if commander trait being taught is cautious leader: Gains the Trait Cautious Leader
  • Else, if commander trait being taught is organizer: Gains the Trait Organizer

• 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 (94 lines of game script)
learn_commander_trait_success_effect = {
	remove_character_flag = being_taught_commander_trait
	if = {
		limit = {
			has_relation_mentor = scope:teacher
			NOT = { exists = scope:long_term_mentor }
			scope:teacher = {
				is_alive = yes
			}
		}
		remove_relation_mentor = scope:teacher
	}
	if = {
		limit = {
			scope:teacher = {
				is_alive = yes
			}
		}
		hidden_effect = {
			add_opinion = {
				target = scope:teacher
				modifier = taught_me_commander_trait_opinion
			}
		}
	}
	if = {
		limit = { var:commander_trait_being_taught = flag:logistician }
		add_trait = logistician
	}
	else_if = {
		limit = { var:commander_trait_being_taught = flag:military_engineer }
		add_trait = military_engineer
	}
	else_if = {
		limit = { var:commander_trait_being_taught = flag:aggressive_attacker }
		add_trait = aggressive_attacker
	}
	else_if = {
		limit = { var:commander_trait_being_taught = flag:unyielding_defender }
		add_trait = unyielding_defender
	}
	else_if = {
		limit = { var:commander_trait_being_taught = flag:forder }
		add_trait = forder
	}
	else_if = {
		limit = { var:commander_trait_being_taught = flag:flexible_leader }
		add_trait = flexible_leader
	}
	else_if = {
		limit = { var:commander_trait_being_taught = flag:desert_warrior }
		add_trait = desert_warrior
	}
	else_if = {
		limit = { var:commander_trait_being_taught = flag:jungle_stalker }
		add_trait = jungle_stalker
	}
	else_if = {
		limit = { var:commander_trait_being_taught = flag:winter_soldier }
		add_trait = winter_soldier
	}
	else_if = {
		limit = { var:commander_trait_being_taught = flag:reaver }
		add_trait = reaver
	}
	else_if = {
		limit = { var:commander_trait_being_taught = flag:reckless }
		add_trait = reckless
	}
	else_if = {
		limit = { var:commander_trait_being_taught = flag:holy_warrior }
		add_trait = holy_warrior
	}
	else_if = {
		limit = { var:commander_trait_being_taught = flag:open_terrain_expert }
		add_trait = open_terrain_expert
	}
	else_if = {
		limit = { var:commander_trait_being_taught = flag:rough_terrain_expert }
		add_trait = rough_terrain_expert
	}
	else_if = {
		limit = { var:commander_trait_being_taught = flag:forest_fighter }
		add_trait = forest_fighter
	}
	else_if = {
		limit = { var:commander_trait_being_taught = flag:cautious_leader }
		add_trait = cautious_leader
	}
	else_if = {
		limit = { var:commander_trait_being_taught = flag:organizer }
		add_trait = organizer
	}
}

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

Where it is used

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

Events (6)

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

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