CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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%:

• 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)

1 more

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.

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