Scripted effect
local_guild_effect
local_guild_effect = yesgame/common/scripted_effects/00_wanderer_lifestyle_effects.txt, line 882 (179 lines). No parameters.
local_guild_effect is a scripted effect in Crusader Kings III, written at line 882 of its file. It takes no parameters: local_guild_effect = yes. The game's script calls it in 2 places, among them Looking the Other Way (event internal_affairs.30) and The … (event travel_events_bp3.20). Patch 1.20.1.2, from game/common/scripted_effects/00_wanderer_lifestyle_effects.txt.
What it does
- 1 of 13 things will happen:
- 8%: Nothing else happens
- 8%: Nothing else happens
- 8%: Nothing else happens
- 8% › 1 of 4 things will happen:
- 25%: Nothing else happens
- 25%: Nothing else happens
- 25%: Nothing else happens
- 25%: Nothing else happens
- 8% › 1 of 3 things will happen:
- 33%: Nothing else happens
- 33%: Nothing else happens
- 33%: Nothing else happens
- 8%: Nothing else happens
- 8%: Nothing else happens
- 8% › 1 of 2 things will happen:
- 50%: Nothing else happens
- 50%: Nothing else happens
- 8%: Nothing else happens
- 8%: Nothing else happens
- 8%: Nothing else happens
- 8% › 1 of 2 things will happen:
- 50%: Nothing else happens
- 50%: Nothing else happens
- 8%: 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)
local_guild_effect = {
random_list = {
10 = { # Millers Guild (Watermills)
trigger = {
has_building_or_higher = watermills_01
}
save_scope_value_as = {
name = local_guild_scope
value = 1
}
}
10 = { # Bakers Guild (Windmills)
trigger = {
has_building_or_higher = windmills_01
}
save_scope_value_as = {
name = local_guild_scope
value = 2
}
}
10 = { # Fishmongers Guild (Port)
trigger = {
has_building_or_higher = common_tradeport_01
}
save_scope_value_as = {
name = local_guild_scope
value = 3
}
}
10 = { # Shoemakers/Tanners/Tailors/Weavers Guild (Cattle Pastures)
trigger = {
has_building_or_higher = pastures_01
}
random_list = {
10 = {
save_scope_value_as = {
name = local_guild_scope
value = 4
}
}
10 = {
save_scope_value_as = {
name = local_guild_scope
value = 5
}
}
10 = {
save_scope_value_as = {
name = local_guild_scope
value = 6
}
}
10 = {
save_scope_value_as = {
name = local_guild_scope
value = 7
}
}
}
}
10 = { # Butchers/Furriers/Skinners Guild (Hunting Grounds)
trigger = {
has_building_or_higher = hunting_grounds_01
}
random_list = {
10 = {
save_scope_value_as = {
name = local_guild_scope
value = 8
}
}
10 = {
save_scope_value_as = {
name = local_guild_scope
value = 9
}
}
10 = {
save_scope_value_as = {
name = local_guild_scope
value = 10
}
}
}
}
10 = { # Vintners Guild (Orchards)
trigger = {
has_building_or_higher = orchards_01
}
save_scope_value_as = {
name = local_guild_scope
value = 11
}
}
10 = { # Carpenters Guild (Logging Camps)
trigger = {
has_building_or_higher = logging_camps_01
}
save_scope_value_as = {
name = local_guild_scope
value = 12
}
}
10 = { # Masons/Miners Guild (Quarries)
trigger = {
has_building_or_higher = quarries_01
}
random_list = {
10 = {
save_scope_value_as = {
name = local_guild_scope
value = 13
}
}
10 = {
save_scope_value_as = {
name = local_guild_scope
value = 14
}
}As written in game/common/scripted_effects/00_wanderer_lifestyle_effects.txt.
The first 120 of its 179 lines; the rest is in game/common/scripted_effects/00_wanderer_lifestyle_effects.txt from line 882.
Where it is used
Every place in common/, events/ and history/ that calls local_guild_effect.
Events (2)
- Looking the Other Way
internal_affairs.30 - The …
travel_events_bp3.20
Source: game/common/scripted_effects/00_wanderer_lifestyle_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.