Scripted effect
rite_yearly_hor_passive_learning_effect
rite_yearly_hor_passive_learning_effect = yesgame/common/scripted_effects/passive_rite_learning_effects.txt, line 1237 (101 lines). No parameters.
rite_yearly_hor_passive_learning_effect is a scripted effect in Crusader Kings III, written at line 1237 of its file. It takes no parameters: rite_yearly_hor_passive_learning_effect = yes. The game's script calls it in 1 place, among them on_rite_yearly (on action). Patch 1.20.1.2, from game/common/scripted_effects/passive_rite_learning_effects.txt.
What it does
If
head_of_rite ?= { is_available_adult = yes }
Then
- …% chance of:
If
a check the game hides
Then
If
a check the game hides
Then
- scope:passive_learn_hor › 1 of 2 things will happen:
• 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 (101 lines of game script)
rite_yearly_hor_passive_learning_effect = {
if = {
limit = {
head_of_rite ?= { is_available_adult = yes }
}
random = {
chance = passive_rite_learning_hor_yearly_chance
head_of_rite = { save_scope_as = passive_learn_hor }
faith = {
random_neighboring_faith = {
limit = {
this != prev
any_faith_rite = {
rite_counties >= 1
save_temporary_scope_as = candidate_rite
OR = {
scope:passive_learn_hor = {
any_character_tenet = {
knowledge_filter = unknown
passive_rite_learning_candidate_tenet_is_core_trigger = { RITE = scope:candidate_rite }
count >= 1
}
}
scope:passive_learn_hor = {
any_character_doctrine = {
knowledge_filter = unknown
passive_rite_learning_candidate_doctrine_is_core_trigger = { RITE = scope:candidate_rite }
passive_rite_learning_doctrine_is_learnable_trigger = yes
count >= 1
}
}
}
}
}
save_scope_as = passive_learn_source_faith
}
}
if = {
limit = { exists = scope:passive_learn_source_faith }
scope:passive_learn_source_faith = {
random_faith_rite = {
limit = {
rite_counties >= 1
save_temporary_scope_as = candidate_rite
OR = {
scope:passive_learn_hor = {
any_character_tenet = {
knowledge_filter = unknown
passive_rite_learning_candidate_tenet_is_core_trigger = { RITE = scope:candidate_rite }
count >= 1
}
}
scope:passive_learn_hor = {
any_character_doctrine = {
knowledge_filter = unknown
passive_rite_learning_candidate_doctrine_is_core_trigger = { RITE = scope:candidate_rite }
passive_rite_learning_doctrine_is_learnable_trigger = yes
count >= 1
}
}
}
}
save_scope_as = passive_learn_source_rite
}
}
if = {
limit = { exists = scope:passive_learn_source_rite }
scope:passive_learn_hor = {
random_list = {
70 = {
trigger = {
any_character_tenet = {
knowledge_filter = unknown
passive_rite_learning_candidate_tenet_is_core_trigger = { RITE = scope:passive_learn_source_rite }
count >= 1
}
}
rite_yearly_hor_pick_and_apply_tenet_effect = yes
}
30 = {
trigger = {
any_character_doctrine = {
knowledge_filter = unknown
passive_rite_learning_candidate_doctrine_is_core_trigger = { RITE = scope:passive_learn_source_rite }
passive_rite_learning_doctrine_is_learnable_trigger = yes
count >= 1
}
}
rite_yearly_hor_pick_and_apply_doctrine_effect = yes
}
}
}
}
}
}
}
}As written in game/common/scripted_effects/passive_rite_learning_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls rite_yearly_hor_passive_learning_effect.
On actions (the game's own hooks) (1)
- on_rite_yearly
Source: game/common/scripted_effects/passive_rite_learning_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.