Scripted effect
wanderer_give_random_commander_trait_effect
wanderer_give_random_commander_trait_effect = yesgame/common/scripted_effects/00_courtier_guest_management_effects.txt, line 1488 (73 lines). No parameters.
wanderer_give_random_commander_trait_effect is a scripted effect in Crusader Kings III, written at line 1488 of its file. It takes no parameters: wanderer_give_random_commander_trait_effect = yes. The game's script calls it in 2 places, among them pool_character_development_effect (scripted effect) and recruit_terrain_specialist_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_courtier_guest_management_effects.txt.
What it does
- 1 of 12 things will happen:
- 8%: Gains the Trait Logistician
- 8%: Gains the Trait Military Engineer
- 8%: Gains the Trait Aggressive Attacker
- 8%: Gains the Trait Defender
- 8%: Gains the Trait Forder
- 8%: Gains the Trait Flexible Leader
- 8%: Gains the Trait Desert Warrior
- 8%: Gains the Trait Jungle Stalker
- 8%: Gains the Trait Winter Soldier
- 8%: Gains the Trait Pillager
- 8%: Gains the Trait Reckless
- 8%: Gains the Trait Faithful Blade
• 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 (73 lines of game script)
wanderer_give_random_commander_trait_effect = {
random_list = {
100 = {
trigger = { NOT = { has_trait = logistician } }
add_trait = logistician
}
100 = {
trigger = { NOT = { has_trait = military_engineer } }
add_trait = military_engineer
}
100 = {
trigger = { NOT = { has_trait = aggressive_attacker } }
add_trait = aggressive_attacker
}
100 = {
trigger = { NOT = { has_trait = unyielding_defender } }
add_trait = unyielding_defender
}
100 = {
trigger = { NOT = { has_trait = forder } }
add_trait = forder
}
100 = {
trigger = { NOT = { has_trait = flexible_leader } }
add_trait = flexible_leader
}
100 = {
trigger = {
NOT = { has_trait = desert_warrior }
location = {
terrain = desert
}
}
add_trait = desert_warrior
}
100 = {
trigger = {
NOT = { has_trait = jungle_stalker }
location = {
terrain = jungle
}
}
add_trait = jungle_stalker
}
100 = {
trigger = {
NOT = { has_trait = winter_soldier }
location = {
OR = {
terrain = taiga
geographical_region = world_tibet
geographical_region = world_europe_north
geographical_region = world_europe_east
geographical_region = world_steppe
}
}
}
add_trait = winter_soldier
}
100 = {
trigger = { NOT = { has_trait = reaver } }
add_trait = reaver
}
100 = {
trigger = { NOT = { has_trait = reckless } }
add_trait = reckless
}
100 = {
trigger = { NOT = { has_trait = holy_warrior } }
add_trait = holy_warrior
}
}
}As written in game/common/scripted_effects/00_courtier_guest_management_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls wanderer_give_random_commander_trait_effect.
Scripted effects (2)
Source: game/common/scripted_effects/00_courtier_guest_management_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.