Scripted effect
learn_commander_trait_success_effect
learn_commander_trait_success_effect = yesgame/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)
- A Supply of Knowledge
learn_commander_trait.1301 - marshal_task.0302
- marshal_task.2101
- On My Own
learn_commander_trait.1391 - vassal.2701
- vassal.2702
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.