Scripted effect
reveler_points_gain_effect
reveler_points_gain_effect = { CHANGE = … RANDOM_CHANGE = … }game/common/scripted_effects/00_lifestyle_focus_effects.txt, line 224 (36 lines). Parameters: $CHANGE$, $RANDOM_CHANGE$.
reveler_points_gain_effect is a scripted effect in Crusader Kings III, written at line 224 of its file. A call passes 2 parameters: CHANGE and RANDOM_CHANGE. The game's script calls it in 2 places, among them Feast (activity) and disburse_feast_reveler_rewards (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_lifestyle_focus_effects.txt.
The comment above it in the file
SECONDARY LIFESTYLE EFFECTS Reveler (gained by feasts)
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (36 lines of game script)
reveler_points_gain_effect = {
if = {
limit = { NOT = { has_variable = reveler_lifestyle_progress } }
set_variable = {
name = reveler_lifestyle_progress
value = $CHANGE$
}
}
else = {
change_variable = {
name = reveler_lifestyle_progress
add = $CHANGE$
}
}
#Random chance of additional increase to increase unpredictability
random = {
chance = 50
change_variable = {
name = reveler_lifestyle_progress
add = $RANDOM_CHANGE$
}
}
#Extra Random chance with the Festivities Tradition
if = {
limit = {
culture = { has_cultural_parameter = reveler_traits_more_common }
}
random = {
chance = 75
change_variable = {
name = reveler_lifestyle_progress
add = 1
}
}
}
}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_points_gain_effect.
Activities (1)
Scripted effects (1)
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.