Scripted effect
wanderer_give_random_economic_trait_effect
wanderer_give_random_economic_trait_effect = yesgame/common/scripted_effects/00_courtier_guest_management_effects.txt, line 1562 (20 lines). No parameters.
wanderer_give_random_economic_trait_effect is a scripted effect in Crusader Kings III, written at line 1562 of its file. It takes no parameters: wanderer_give_random_economic_trait_effect = yes. The game's script calls it in 1 place, among them pool_character_development_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_courtier_guest_management_effects.txt.
What it does
- 1 of 4 things will happen:
- 25%: Gains the Trait Architect
- 25%: Gains the Trait Administrator
- 25%: Gains the Trait Avaricious
- 25%: Gains the Trait Gardener
• 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 (20 lines of game script)
wanderer_give_random_economic_trait_effect = {
random_list = {
100 = {
trigger = { NOT = { has_trait = architect } }
add_trait = architect
}
100 = {
trigger = { NOT = { has_trait = administrator } }
add_trait = administrator
}
100 = {
trigger = { NOT = { has_trait = avaricious } }
add_trait = avaricious
}
100 = {
trigger = { NOT = { has_trait = lifestyle_gardener } }
add_trait = lifestyle_gardener
}
}
}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_economic_trait_effect.
Scripted effects (1)
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.