Scripted effect · By God Alone files
pam_seed_nun_courtier_effect
pam_seed_nun_courtier_effect = yesgame/common/scripted_effects/pam_effects.txt, line 8939 (21 lines). No parameters.
pam_seed_nun_courtier_effect is a scripted effect in Crusader Kings III, in the By God Alone files, written at line 8939 of its file. It takes no parameters: pam_seed_nun_courtier_effect = yes. The game's script calls it in 1 place, among them on_game_start_after_lobby (on action). Patch 1.20.1.2, from game/common/scripted_effects/pam_effects.txt.
The comment above it in the file
Game start only, because if the three-year pulse ran this the split would creep toward all courts
What it does
If
Then
- 50% chance of:
create_character = { employer = scope:monk_employer template = pam_nun_courtier_template }
- 50% chance of:
• 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 (21 lines of game script)
pam_seed_nun_courtier_effect = {
if = {
limit = {
pam_court_wants_monk_courtiers_trigger = yes
NOT = {
any_courtier = {
is_female = yes
has_trait = devoted
}
}
}
save_temporary_scope_as = monk_employer
random = {
chance = 50
create_character = {
employer = scope:monk_employer
template = pam_nun_courtier_template
}
}
}
}As written in game/common/scripted_effects/pam_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls pam_seed_nun_courtier_effect.
On actions (the game's own hooks) (1)
- on_game_start_after_lobby
Source: game/common/scripted_effects/pam_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.