Scripted effect
surveyor_tutor_child_effect
surveyor_tutor_child_effect = yesgame/common/scripted_effects/00_wanderer_lifestyle_effects.txt, line 525 (106 lines). No parameters.
surveyor_tutor_child_effect is a scripted effect in Crusader Kings III, written at line 525 of its file. It takes no parameters: surveyor_tutor_child_effect = yes. The game's script calls it in 2 places, among them on_travel_plan_movement (on action) and on_travel_plan_start (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_wanderer_lifestyle_effects.txt.
What it does
If
- Their location:
barony.holder = root
current_travel_plan = { has_travel_option = tutor_child_option }- Their heir:
NOT = { is_target_in_variable_list = { name = visited_domain_to_learn target = location } }One of these
NOT = { has_variable_list = visited_domain_to_learn }or
variable_list_size = { name = visited_domain_to_learn value < 8 }
Then
- Their heir › If under 15 years old › 1 of 10 things will happen:
- 15%:
- Gains the modifier “Know Your Land, Know Your People”
- Martial +1
- Gains the modifier “Know Your Land, Know Your People”
- 5%:
- Gains the modifier “Know Your Land, Know Your People”
- Martial +1
- Gains the modifier “Know Your Land, Know Your People”
- Martial +1
- Gains the modifier “Know Your Land, Know Your People”
- 15%:
- Gains the modifier “Know Your Land, Know Your People”
- Diplomacy +1
- Gains the modifier “Know Your Land, Know Your People”
- 5%:
- Gains the modifier “Know Your Land, Know Your People”
- Diplomacy +1
- Gains the modifier “Know Your Land, Know Your People”
- Diplomacy +1
- Gains the modifier “Know Your Land, Know Your People”
- 15%:
- Gains the modifier “Know Your Land, Know Your People”
- Intrigue +1
- Gains the modifier “Know Your Land, Know Your People”
- 5%:
- Gains the modifier “Know Your Land, Know Your People”
- Intrigue +1
- Gains the modifier “Know Your Land, Know Your People”
- Intrigue +1
- Gains the modifier “Know Your Land, Know Your People”
- 15%:
- Gains the modifier “Know Your Land, Know Your People”
- Stewardship +1
- Gains the modifier “Know Your Land, Know Your People”
- 5%:
- Gains the modifier “Know Your Land, Know Your People”
- Stewardship +1
- Gains the modifier “Know Your Land, Know Your People”
- Stewardship +1
- Gains the modifier “Know Your Land, Know Your People”
- 15%:
- Gains the modifier “Know Your Land, Know Your People”
- Learning +1
- Gains the modifier “Know Your Land, Know Your People”
- 5%:
- Gains the modifier “Know Your Land, Know Your People”
- Learning +1
- Gains the modifier “Know Your Land, Know Your People”
- Learning +1
- Gains the modifier “Know Your Land, Know Your People”
- 15%:
- Their location:
• 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 (106 lines of game script)
surveyor_tutor_child_effect = {
if = {
limit = {
location = {
exists = barony
barony.holder = root
}
current_travel_plan = {
has_travel_option = tutor_child_option
}
player_heir ?= {
NOT = {
is_target_in_variable_list = {
name = visited_domain_to_learn
target = location
}
}
OR = {
NOT = { has_variable_list = visited_domain_to_learn }
variable_list_size = {
name = visited_domain_to_learn
value < 8
}
}
}
}
player_heir ?= {
if = {
limit = {
age < 15
}
add_to_variable_list = {
name = visited_domain_to_learn
target = location
}
random_list = {
15 = {
add_character_modifier = {
modifier = domain_tutoring_martial
}
}
5 = { #Smaller chance of double boost, done as 2 boosts to maintain the right count for the maximum boost attainable
add_character_modifier = {
modifier = domain_tutoring_martial
}
add_character_modifier = {
modifier = domain_tutoring_martial
}
}
15 = {
add_character_modifier = {
modifier = domain_tutoring_diplomacy
}
}
5 = { #Smaller chance of double boost, done as 2 boosts to maintain the right count for the maximum boost attainable
add_character_modifier = {
modifier = domain_tutoring_diplomacy
}
add_character_modifier = {
modifier = domain_tutoring_diplomacy
}
}
15 = {
add_character_modifier = {
modifier = domain_tutoring_intrigue
}
}
5 = { #Smaller chance of double boost, done as 2 boosts to maintain the right count for the maximum boost attainable
add_character_modifier = {
modifier = domain_tutoring_intrigue
}
add_character_modifier = {
modifier = domain_tutoring_intrigue
}
}
15 = {
add_character_modifier = {
modifier = domain_tutoring_stewardship
}
}
5 = { #Smaller chance of double boost, done as 2 boosts to maintain the right count for the maximum boost attainable
add_character_modifier = {
modifier = domain_tutoring_stewardship
}
add_character_modifier = {
modifier = domain_tutoring_stewardship
}
}
15 = {
add_character_modifier = {
modifier = domain_tutoring_learning
}
}
5 = { #Smaller chance of double boost, done as 2 boosts to maintain the right count for the maximum boost attainable
add_character_modifier = {
modifier = domain_tutoring_learning
}
add_character_modifier = {
modifier = domain_tutoring_learning
}
}
}
}
}
}
}As written in game/common/scripted_effects/00_wanderer_lifestyle_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls surveyor_tutor_child_effect.
On actions (the game's own hooks) (2)
- on_travel_plan_movement
- on_travel_plan_start
Source: game/common/scripted_effects/00_wanderer_lifestyle_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.