Scripted effect
passive_rite_learning_pulse_effect
passive_rite_learning_pulse_effect = yesgame/common/scripted_effects/passive_rite_learning_effects.txt, line 7 (12 lines). No parameters.
passive_rite_learning_pulse_effect is a scripted effect in Crusader Kings III, written at line 7 of its file. It takes no parameters: passive_rite_learning_pulse_effect = yes. The game's script calls it in 1 place, among them yearly_playable_pulse (on action). Patch 1.20.1.2, from game/common/scripted_effects/passive_rite_learning_effects.txt.
What it does
• 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 (12 lines of game script)
passive_rite_learning_pulse_effect = {
if = {
limit = {
is_available_adult = yes
}
passive_rite_learning_pick_source_effect = yes
if = {
limit = { exists = scope:passive_learn_source }
passive_rite_learning_apply_from_source_effect = yes
}
}
}As written in game/common/scripted_effects/passive_rite_learning_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls passive_rite_learning_pulse_effect.
On actions (the game's own hooks) (1)
- yearly_playable_pulse
Source: game/common/scripted_effects/passive_rite_learning_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.