CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

learn_language_linguist_effect

learn_language_linguist_effect = { LINGUIST = … }

game/common/scripted_effects/00_decisions_effects.txt, line 3102 (24 lines). Parameters: $LINGUIST$.

learn_language_linguist_effect is a scripted effect in Crusader Kings III, written at line 3102 of its file. A call passes 1 parameter: LINGUIST. The game's script calls it in 1 place, among them Linguists at Court (event ep1_decision.0201). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_effects.txt.

What it does

  • … Aptitude is …
  • court_position_grant_effect = { EMPLOYER = root POS = court_tutor CANDIDATE = $LINGUIST$ }
  • If

    • NOT = { knows_language_of_culture = $LINGUIST$.culture }

    Then

    • start_scheme = { type = learn_language target_character = $LINGUIST$ }

• 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 (24 lines of game script)
learn_language_linguist_effect = {
	hidden_effect = { add_courtier = $LINGUIST$ }
	$LINGUIST$ = { save_scope_as = selected_linguist }
	custom_tooltip = ep1_decision.0201.tt.aptitude
	send_interface_toast = {
		title = learn_court_language_toast_title
		left_icon = root
		right_icon = $LINGUIST$
		court_position_grant_effect = {
			EMPLOYER = root
			POS = court_tutor
			CANDIDATE = $LINGUIST$
		}
		if = {
			limit = {
				NOT = { knows_language_of_culture = $LINGUIST$.culture }
			}
			start_scheme = {
				type = learn_language
				target_character = $LINGUIST$
			}
		}
	}
}

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

Where it is used

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

Events (1)

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

Spotted a mistake on this page?