Scripted effect
randomize_commander_trait_to_be_taught_effect
randomize_commander_trait_to_be_taught_effect = yesgame/common/scripted_effects/00_martial_lifestyle_effects.txt, line 521 (217 lines). No parameters.
randomize_commander_trait_to_be_taught_effect is a scripted effect in Crusader Kings III, written at line 521 of its file. It takes no parameters: randomize_commander_trait_to_be_taught_effect = yes. The game's script calls it in 2 places, among them learn_commander_trait.1000 (event) and vassal.2701 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_martial_lifestyle_effects.txt.
What it does
- 1 of 17 things will happen:
- 6%: Nothing else happens
- 6%: Nothing else happens
- 6%: Nothing else happens
- 6%: Nothing else happens
- 6%: Nothing else happens
- 6%: Nothing else happens
- 6%: Nothing else happens
- 6%: Nothing else happens
- 6%: Nothing else happens
- 6%: Nothing else happens
- 6%: Nothing else happens
- 6%: Nothing else happens
- 6%: Nothing else happens
- 6%: Nothing else happens
- 6%: Nothing else happens
- 6%: Nothing else happens
- 6%: 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)
randomize_commander_trait_to_be_taught_effect = {
random_list = {
100 = {
trigger = {
NOT = { has_trait = logistician }
scope:teacher = {
has_trait = logistician
}
}
set_variable = {
name = commander_trait_being_taught
value = flag:logistician
}
}
100 = {
trigger = {
NOT = { has_trait = military_engineer }
scope:teacher = {
has_trait = military_engineer
}
}
set_variable = {
name = commander_trait_being_taught
value = flag:military_engineer
}
}
100 = {
trigger = {
NOT = { has_trait = aggressive_attacker }
scope:teacher = {
has_trait = aggressive_attacker
}
}
set_variable = {
name = commander_trait_being_taught
value = flag:aggressive_attacker
}
}
100 = {
trigger = {
NOT = { has_trait = unyielding_defender }
scope:teacher = {
has_trait = unyielding_defender
}
}
set_variable = {
name = commander_trait_being_taught
value = flag:unyielding_defender
}
}
100 = {
trigger = {
NOT = { has_trait = forder }
scope:teacher = {
has_trait = forder
}
}
set_variable = {
name = commander_trait_being_taught
value = flag:forder
}
}
100 = {
trigger = {
NOT = { has_trait = flexible_leader }
scope:teacher = {
has_trait = flexible_leader
}
}
set_variable = {
name = commander_trait_being_taught
value = flag:flexible_leader
}
}
100 = {
trigger = {
NOT = { has_trait = desert_warrior }
scope:teacher = {
has_trait = desert_warrior
}
}
set_variable = {
name = commander_trait_being_taught
value = flag:desert_warrior
}
}
100 = {
trigger = {
NOT = { has_trait = jungle_stalker }
scope:teacher = {
has_trait = jungle_stalker
}
}
set_variable = {
name = commander_trait_being_taught
value = flag:jungle_stalker
}
}
100 = {
trigger = {
NOT = { has_trait = winter_soldier }
scope:teacher = {
has_trait = winter_soldier
}
}
set_variable = {
name = commander_trait_being_taught
value = flag:winter_soldier
}
}
100 = {
trigger = {
NOT = { has_trait = reaver }
scope:teacher = {
has_trait = reaver
}
}
set_variable = {
name = commander_trait_being_taught
value = flag:reaverAs written in game/common/scripted_effects/00_martial_lifestyle_effects.txt.
The first 120 of its 217 lines; the rest is in game/common/scripted_effects/00_martial_lifestyle_effects.txt from line 521.
Where it is used
Every place in common/, events/ and history/ that calls randomize_commander_trait_to_be_taught_effect.
Events (2)
Source: game/common/scripted_effects/00_martial_lifestyle_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.