Scripted effect
local_guild_reward_effect
local_guild_reward_effect = yesgame/common/scripted_effects/00_wanderer_lifestyle_effects.txt, line 1062 (25 lines). No parameters.
local_guild_reward_effect is a scripted effect in Crusader Kings III, written at line 1062 of its file. It takes no parameters: local_guild_reward_effect = yes. The game's script calls it in 1 place, among them The … (event travel_events_bp3.20). Patch 1.20.1.2, from game/common/scripted_effects/00_wanderer_lifestyle_effects.txt.
What it does
- Depending on local guild scope:
- When local guild scope is 1:
add_building = watermills_01
- When local guild scope is 2:
add_building = windmills_01
- When local guild scope is 3:
add_building = common_tradeport_01
- When local guild scope is 4:
add_building = pastures_01
- When local guild scope is 5:
add_building = pastures_01
- When local guild scope is 6:
add_building = pastures_01
- When local guild scope is 7:
add_building = pastures_01
- When local guild scope is 8:
add_building = hunting_grounds_01
- When local guild scope is 9:
add_building = hunting_grounds_01
- When local guild scope is 10:
add_building = hunting_grounds_01
- When local guild scope is 11:
add_building = orchards_01
- When local guild scope is 12:
add_building = logging_camps_01
- When local guild scope is 13:
add_building = quarries_01
- When local guild scope is 14:
add_building = quarries_01
- When local guild scope is 15:
add_building = smiths_01
- When local guild scope is 16:
add_building = stables_01
- When local guild scope is 17:
add_building = guild_halls_01
- When local guild scope is 18:
add_building = hospices_01
- When local guild scope is 19:
add_building = hospices_01
- When local guild scope is 20:
add_building = workshops_01
- When local guild scope is 1:
• 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 (25 lines of game script)
local_guild_reward_effect = {
switch = {
trigger = scope:local_guild_scope
1 = { add_building = watermills_01 }
2 = { add_building = windmills_01 }
3 = { add_building = common_tradeport_01 }
4 = { add_building = pastures_01 }
5 = { add_building = pastures_01 }
6 = { add_building = pastures_01 }
7 = { add_building = pastures_01 }
8 = { add_building = hunting_grounds_01 }
9 = { add_building = hunting_grounds_01 }
10 = { add_building = hunting_grounds_01 }
11 = { add_building = orchards_01 }
12 = { add_building = logging_camps_01 }
13 = { add_building = quarries_01 }
14 = { add_building = quarries_01 }
15 = { add_building = smiths_01 }
16 = { add_building = stables_01 }
17 = { add_building = guild_halls_01 }
18 = { add_building = hospices_01 }
19 = { add_building = hospices_01 }
20 = { add_building = workshops_01 }
}
}As written in game/common/scripted_effects/00_wanderer_lifestyle_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls local_guild_reward_effect.
Events (1)
- 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.