Scripted effect
pick_accolade_type_effect
pick_accolade_type_effect = yesgame/common/scripted_effects/00_accolades_scripted_effects.txt, line 7062 (252 lines). No parameters.
pick_accolade_type_effect is a scripted effect in Crusader Kings III, written at line 7062 of its file. It takes no parameters: pick_accolade_type_effect = yes. The game's script calls it in 2 places, among them accolade_knight_training_effect (scripted effect) and accolade_squire_training_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_accolades_scripted_effects.txt.
The comment above it in the file
This is so hacky... but script functionality is missing. Gotta do what ya gotta do
What it does
- 1 of 31 things will happen:
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: 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)
pick_accolade_type_effect = {
random_list = {
1 = {
trigger = {
has_accolade_type = marauder_attribute
}
accolade_type:marauder_attribute = {
save_scope_as = type
}
}
1 = {
trigger = {
has_accolade_type = idealist_attribute
}
accolade_type:idealist_attribute = {
save_scope_as = type
}
}
1 = {
trigger = {
has_accolade_type = charmer_attribute
}
accolade_type:charmer_attribute = {
save_scope_as = type
}
}
1 = {
trigger = {
has_accolade_type = thug_attribute
}
accolade_type:thug_attribute = {
save_scope_as = type
}
}
1 = {
trigger = {
has_accolade_type = disciplinarian_attribute
}
accolade_type:disciplinarian_attribute = {
save_scope_as = type
}
}
1 = {
trigger = {
has_accolade_type = fanatic_attribute
}
accolade_type:fanatic_attribute = {
save_scope_as = type
}
}
1 = {
trigger = {
has_accolade_type = valiant_attribute
}
accolade_type:valiant_attribute = {
save_scope_as = type
}
}
1 = {
trigger = {
has_accolade_type = stalwart_attribute
}
accolade_type:stalwart_attribute = {
save_scope_as = type
}
}
1 = {
trigger = {
has_accolade_type = scoundrel_attribute
}
accolade_type:scoundrel_attribute = {
save_scope_as = type
}
}
1 = {
trigger = {
has_accolade_type = politicker_attribute
}
accolade_type:politicker_attribute = {
save_scope_as = type
}
}
1 = {
trigger = {
has_accolade_type = tactician_attribute
}
accolade_type:tactician_attribute = {
save_scope_as = type
}
}
1 = {
trigger = {
has_accolade_type = reeve_attribute
}
accolade_type:reeve_attribute = {
save_scope_as = type
}
}
1 = {
trigger = {
has_accolade_type = manipulator_attribute
}
accolade_type:manipulator_attribute = {
save_scope_as = type
}
}
1 = {
trigger = {
has_accolade_type = mentor_attribute
}
accolade_type:mentor_attribute = {
save_scope_as = type
}
}
1 = {
trigger = {
has_accolade_type = contender_attribute
}
accolade_type:contender_attribute = {
save_scope_as = typeAs written in game/common/scripted_effects/00_accolades_scripted_effects.txt.
The first 120 of its 252 lines; the rest is in game/common/scripted_effects/00_accolades_scripted_effects.txt from line 7062.
Where it is used
Every place in common/, events/ and history/ that calls pick_accolade_type_effect.
Scripted effects (2)
Source: game/common/scripted_effects/00_accolades_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.