Scripted effect
reveler_lifestyle_rank_up_check_effect
reveler_lifestyle_rank_up_check_effect = yesgame/common/scripted_effects/00_lifestyle_focus_effects.txt, line 261 (100 lines). No parameters.
reveler_lifestyle_rank_up_check_effect is a scripted effect in Crusader Kings III, written at line 261 of its file. It takes no parameters: reveler_lifestyle_rank_up_check_effect = yes. The game's script calls it in 5 places, among them A Celebration's End (event feast.7101), Time to Go (event feast.7151) and feast_end_guest_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_lifestyle_focus_effects.txt.
What it does
- If does not have the Trait: Eager Reveler:
- 15% chance of:
- Event feast.0050
- Gains the Trait Eager Reveler
- 15% chance of:
- Otherwise:
If
- Does not have the Trait: Eager Reveler
- Reveler lifestyle progress at least reveler rank up 3 threshold
Then
- Eager Reveler experience +10
- Else, if reveler lifestyle progress at least reveler rank up 2 threshold: Eager Reveler experience +5
- Else, if reveler lifestyle progress at least reveler rank up 1 threshold: Eager Reveler experience +3
- Otherwise: Eager Reveler experience +1
• 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 (100 lines of game script)
reveler_lifestyle_rank_up_check_effect = {
if = {
limit = {
NOT = { has_trait = lifestyle_reveler }
}
random = {
chance = 15
modifier = {
add = -10
rite = { trait_is_sin_rite = lifestyle_reveler }
}
modifier = {
add = -10
has_trait = temperate
}
modifier = {
add = -10
has_trait = inappetetic
}
modifier = {
add = 10
culture = { has_cultural_parameter = reveler_traits_more_valued }
}
modifier = {
add = 5
has_trait = gluttonous
}
modifier = {
add = 5
has_trait = drunkard
}
modifier = {
add = 5
has_trait = comfort_eater
}
modifier = {
add = 15
exists = var:reveler_lifestyle_progress
var:reveler_lifestyle_progress >= reveler_rank_up_3_threshold
}
modifier = {
add = 15
exists = var:reveler_lifestyle_progress
var:reveler_lifestyle_progress >= reveler_rank_up_2_threshold
}
modifier = {
add = 15
exists = var:reveler_lifestyle_progress
var:reveler_lifestyle_progress >= reveler_rank_up_1_threshold
}
trigger_event = feast.0050
show_as_tooltip = {
add_trait = lifestyle_reveler
}
}
}
else = {
if = {
limit = {
NOT = { has_trait = lifestyle_reveler }
exists = var:reveler_lifestyle_progress
var:reveler_lifestyle_progress >= reveler_rank_up_3_threshold
}
add_trait_xp = {
trait = lifestyle_reveler
value = 10
}
}
else_if = {
limit = {
exists = var:reveler_lifestyle_progress
var:reveler_lifestyle_progress >= reveler_rank_up_2_threshold
}
add_trait_xp = {
trait = lifestyle_reveler
value = 5
}
}
else_if = {
limit = {
exists = var:reveler_lifestyle_progress
var:reveler_lifestyle_progress >= reveler_rank_up_1_threshold
}
add_trait_xp = {
trait = lifestyle_reveler
value = 3
}
}
else = {
add_trait_xp = {
trait = lifestyle_reveler
value = 1
}
}
set_variable = {
name = reveler_lifestyle_progress
value = 0
}
}
}As written in game/common/scripted_effects/00_lifestyle_focus_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls reveler_lifestyle_rank_up_check_effect.
Events (2)
- A Celebration's End
feast.7101 - Time to Go
feast.7151
Source: game/common/scripted_effects/00_lifestyle_focus_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.