Scripted effect
learning_theology_2020_randomize_virtue_options_effect
learning_theology_2020_randomize_virtue_options_effect = yesgame/common/scripted_effects/00_learning_lifestyle_effects.txt, line 750 (169 lines). No parameters.
learning_theology_2020_randomize_virtue_options_effect is a scripted effect in Crusader Kings III, written at line 750 of its file. It takes no parameters: learning_theology_2020_randomize_virtue_options_effect = yes. The game's script calls it in 1 place, among them Power of the … (event learning_theology.2020). Patch 1.20.1.2, from game/common/scripted_effects/00_learning_lifestyle_effects.txt.
What it does
- 1 of 15 things will happen:
- 7% (base chance; changed in play): Nothing else happens
- 7% (base chance; changed in play): Nothing else happens
- 7% (base chance; changed in play): Nothing else happens
- 7% (base chance; changed in play): Nothing else happens
- 7% (base chance; changed in play): Nothing else happens
- 7% (base chance; changed in play): Nothing else happens
- 7% (base chance; changed in play): Nothing else happens
- 7% (base chance; changed in play): Nothing else happens
- 7% (base chance; changed in play): Nothing else happens
- 7% (base chance; changed in play): Nothing else happens
- 7% (base chance; changed in play): Nothing else happens
- 7% (base chance; changed in play): Nothing else happens
- 7% (base chance; changed in play): Nothing else happens
- 7% (base chance; changed in play): Nothing else happens
- 7% (base chance; changed in play): Nothing else happens
• 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)
learning_theology_2020_randomize_virtue_options_effect = {
random_list = {
1 = {
trigger = {
rite = { trait_is_virtue_rite = brave }
NOT = { has_character_flag = virtue_brave }
}
modifier = {
scope:court_chaplain = { has_trait = brave }
factor = 10
}
add_character_flag = virtue_brave
}
1 = {
trigger = {
rite = { trait_is_virtue_rite = just }
NOT = { has_character_flag = virtue_just }
}
modifier = {
scope:court_chaplain = { has_trait = just }
factor = 10
}
add_character_flag = virtue_just
}
1 = {
trigger = {
rite = { trait_is_virtue_rite = temperate }
NOT = { has_character_flag = virtue_temperate }
}
modifier = {
scope:court_chaplain = { has_trait = temperate }
factor = 10
}
add_character_flag = virtue_temperate
}
1 = {
trigger = {
rite = { trait_is_virtue_rite = chaste }
NOT = { has_character_flag = virtue_chaste }
}
modifier = {
scope:court_chaplain = { has_trait = chaste }
factor = 10
}
add_character_flag = virtue_chaste
}
1 = {
trigger = {
rite = { trait_is_virtue_rite = compassionate }
NOT = { has_character_flag = virtue_compassionate }
}
modifier = {
scope:court_chaplain = { has_trait = compassionate }
factor = 10
}
add_character_flag = virtue_compassionate
}
1 = {
trigger = {
rite = { trait_is_virtue_rite = honest }
NOT = { has_character_flag = virtue_honest }
}
modifier = {
scope:court_chaplain = { has_trait = honest }
factor = 10
}
add_character_flag = virtue_honest
}
1 = {
trigger = {
rite = { trait_is_virtue_rite = forgiving }
NOT = { has_character_flag = virtue_forgiving }
}
modifier = {
scope:court_chaplain = { has_trait = forgiving }
factor = 10
}
add_character_flag = virtue_forgiving
}
1 = {
trigger = {
rite = { trait_is_virtue_rite = wrathful }
NOT = { has_character_flag = virtue_wrathful }
}
modifier = {
scope:court_chaplain = { has_trait = wrathful }
factor = 10
}
add_character_flag = virtue_wrathful
}
1 = {
trigger = {
rite = { trait_is_virtue_rite = vengeful }
NOT = { has_character_flag = virtue_vengeful }
}
modifier = {
scope:court_chaplain = { has_trait = vengeful }
factor = 10
}
add_character_flag = virtue_vengeful
}
1 = {
trigger = {
rite = { trait_is_virtue_rite = content }
NOT = { has_character_flag = virtue_content }
}
modifier = {
scope:court_chaplain = { has_trait = content }
factor = 10
}
add_character_flag = virtue_content
}
1 = {
trigger = {
rite = { trait_is_virtue_rite = patient }
NOT = { has_character_flag = virtue_patient }
}
modifier = {
scope:court_chaplain = { has_trait = patient }
factor = 10As written in game/common/scripted_effects/00_learning_lifestyle_effects.txt.
The first 120 of its 169 lines; the rest is in game/common/scripted_effects/00_learning_lifestyle_effects.txt from line 750.
Where it is used
Every place in common/, events/ and history/ that calls learning_theology_2020_randomize_virtue_options_effect.
Events (1)
- Power of the …
learning_theology.2020
Source: game/common/scripted_effects/00_learning_lifestyle_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.