Scripted effect
randomize_good_available_compliment_effect
randomize_good_available_compliment_effect = { COMPLIMENT_RECEIVER = … }game/common/scripted_effects/00_compliment_effects.txt, line 230 (96 lines). Parameters: $COMPLIMENT_RECEIVER$.
randomize_good_available_compliment_effect is a scripted effect in Crusader Kings III, written at line 230 of its file. A call passes 1 parameter: COMPLIMENT_RECEIVER. The game's script calls it in 7 places, among them … of Words (event seduce_ongoing.1801), Holy Letter (event learning_theology.3021) and Hospitality: Petals and Thorns (event diplomacy_foreign_special.1028). Patch 1.20.1.2, from game/common/scripted_effects/00_compliment_effects.txt.
The comment above it in the file
Randomizes an available compliment which is likely to work, needs argument COMPLIMENT_RECEIVER.
What it does
- 1 of 13 things will happen:
- 8%: Nothing else happens
- 8%: Nothing else happens
- 8%: Nothing else happens
- 8%: Nothing else happens
- 8%: Nothing else happens
- 8%: Nothing else happens
- 8%: Nothing else happens
- 8%: Nothing else happens
- 8%: Nothing else happens
- 8%: Nothing else happens
- 8%: Nothing else happens
- 8%: Nothing else happens
- 0%:
randomize_available_compliment_effect = { COMPLIMENT_RECEIVER = $COMPLIMENT_RECEIVER$ }
• 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 (96 lines of game script)
randomize_good_available_compliment_effect = {
random_list = {
100 = {
trigger = {
$COMPLIMENT_RECEIVER$ = { ai_compassion >= low_positive_compassion }
NOT = { has_character_flag = available_compliment_compassionate }
}
add_character_flag = available_compliment_compassionate
}
100 = {
trigger = {
$COMPLIMENT_RECEIVER$ = { ai_boldness >= low_positive_boldness }
NOT = { has_character_flag = available_compliment_bold }
}
add_character_flag = available_compliment_bold
}
100 = {
trigger = {
$COMPLIMENT_RECEIVER$ = { ai_honor >= low_positive_honor }
NOT = { has_character_flag = available_compliment_honorable }
}
add_character_flag = available_compliment_honorable
}
100 = {
trigger = {
$COMPLIMENT_RECEIVER$ = { ai_greed >= low_positive_greed }
NOT = { has_character_flag = available_compliment_greedy }
}
add_character_flag = available_compliment_greedy
}
100 = {
trigger = {
$COMPLIMENT_RECEIVER$ = { ai_rationality >= low_positive_rationality }
NOT = { has_character_flag = available_compliment_rational }
}
add_character_flag = available_compliment_rational
}
100 = {
trigger = {
$COMPLIMENT_RECEIVER$ = { ai_zeal >= low_positive_zeal }
NOT = { has_character_flag = available_compliment_zealous }
}
add_character_flag = available_compliment_zealous
}
100 = {
trigger = {
$COMPLIMENT_RECEIVER$ = { ai_energy >= low_positive_energy }
NOT = { has_character_flag = available_compliment_energetic }
}
add_character_flag = available_compliment_energetic
}
100 = {
trigger = {
$COMPLIMENT_RECEIVER$ = { ai_vengefulness <= low_negative_vengefulness }
NOT = { has_character_flag = available_compliment_forgiving }
}
add_character_flag = available_compliment_forgiving
}
100 = {
trigger = {
$COMPLIMENT_RECEIVER$ = { attraction >= 10 }
NOT = { has_character_flag = available_compliment_beautiful }
}
add_character_flag = available_compliment_beautiful
}
100 = {
trigger = {
$COMPLIMENT_RECEIVER$ = {
OR = {
has_trait = strong
has_trait = physique_good
}
}
NOT = { has_character_flag = available_compliment_strong }
}
add_character_flag = available_compliment_strong
}
100 = {
trigger = {
$COMPLIMENT_RECEIVER$ = { has_personality_extroverted_trigger = yes }
NOT = { has_character_flag = available_compliment_extroverted }
}
add_character_flag = available_compliment_extroverted
}
100 = {
trigger = {
$COMPLIMENT_RECEIVER$ = { has_personality_dominant_trigger = yes }
NOT = { has_character_flag = available_compliment_dominant }
}
add_character_flag = available_compliment_dominant
}
1 = { #Fallback
randomize_available_compliment_effect = { COMPLIMENT_RECEIVER = $COMPLIMENT_RECEIVER$ }
}
}
}As written in game/common/scripted_effects/00_compliment_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls randomize_good_available_compliment_effect.
Events (7)
- … of Words
seduce_ongoing.1801 - Holy Letter
learning_theology.3021 - Hospitality: Petals and Thorns
diplomacy_foreign_special.1028 - Romance: Poetic License
court_ongoing.1100 - Sway: Compliments
sway_ongoing.1002 - The Grand Play: A Compliment?
cultural_festival.3001
1 more
- The Power of Words
diplomacy_majesty.0004
Source: game/common/scripted_effects/00_compliment_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.