CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

sound_foundations_skill_gain_effect

sound_foundations_skill_gain_effect = yes

game/common/scripted_effects/00_diplomacy_perk_effects.txt, line 7 (94 lines). No parameters.

sound_foundations_skill_gain_effect is a scripted effect in Crusader Kings III, written at line 7 of its file. It takes no parameters: sound_foundations_skill_gain_effect = yes. The game's script calls it in 2 places, among them Sound Foundations (lifestyle perk) and on_birth_child (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_diplomacy_perk_effects.txt.

What it does

• 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 (94 lines of game script)
sound_foundations_skill_gain_effect = {
	if = {
		limit = {
			NOT = { has_variable = current_sound_foundations_value }
		}
		set_variable = {
			name = current_sound_foundations_value # Number of applied modifiers
			value = 0
		}
	}
	every_child = {
		add_to_temporary_list = current_amount_of_children
	}

	if = {
		limit = {
			exists = var:current_sound_foundations_value
			save_temporary_scope_as = affected_parent
			var:current_sound_foundations_value < sound_foundations_max
			any_in_list = {
				list = current_amount_of_children
				count > scope:affected_parent.var:current_sound_foundations_value
			}
		}
		if = {
			limit = { government_has_flag = government_is_mandala }
			random_list = {
				1 = {
					add_character_modifier = {
						modifier = mandala_sound_foundations_martial_gain
					}
				}
				1 = {
					add_character_modifier = {
						modifier = mandala_sound_foundations_diplomacy_gain
					}
				}
				1 = {
					add_character_modifier = {
						modifier = mandala_sound_foundations_intrigue_gain
					}
				}
				1 = {
					add_character_modifier = {
						modifier = mandala_sound_foundations_stewardship_gain
					}
				}
				1 = {
					add_character_modifier = {
						modifier = mandala_sound_foundations_learning_gain
					}
				}
			}
			change_variable = {
				name = current_sound_foundations_value
				add = 1
			}
		}
		else = {
			random_list = {
				1 = {
					add_character_modifier = {
						modifier = sound_foundations_martial_gain
					}
				}
				1 = {
					add_character_modifier = {
						modifier = sound_foundations_diplomacy_gain
					}
				}
				1 = {
					add_character_modifier = {
						modifier = sound_foundations_intrigue_gain
					}
				}
				1 = {
					add_character_modifier = {
						modifier = sound_foundations_stewardship_gain
					}
				}
				1 = {
					add_character_modifier = {
						modifier = sound_foundations_learning_gain
					}
				}
			}
			change_variable = {
				name = current_sound_foundations_value
				add = 1
			}
		}
		
	}
}

As written in game/common/scripted_effects/00_diplomacy_perk_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls sound_foundations_skill_gain_effect.

Lifestyle perks (1)

On actions (the game's own hooks) (1)

  • on_birth_child

Source: game/common/scripted_effects/00_diplomacy_perk_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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