Scripted effect
wrap_up_education_effect
wrap_up_education_effect = yesgame/common/scripted_effects/00_education_effects.txt, line 1933 (115 lines). No parameters.
wrap_up_education_effect is a scripted effect in Crusader Kings III, written at line 1933 of its file. It takes no parameters: wrap_up_education_effect = yes. The game's script calls it in 6 places, among them childhood_education.0006 (event), Coming of Age (event coming_of_age.0001) and Coming of Age (event coming_of_age.0002). Patch 1.20.1.2, from game/common/scripted_effects/00_education_effects.txt.
The comment above it in the file
Additional effects run to wrap up education
What it does
If
a check the game hides
Then
create_character_memory = { type = childhood_education_no_guardian }
Else if a check the game hides passes: the same again (1 line)
create_character_memory = { … }
If
a check the game hides
Then
scope:educator:create_character_memory = { … }
pam_tenet_filial_piety_education_completion_reward_effect = yesremove_guardian_effect = { … }
Otherwise
• 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 (115 lines of game script)
wrap_up_education_effect = {
#no educator memory creation
if = {
limit = {
NOT = { exists = scope:educator }
exists = root.court_owner.capital_province
}
create_character_memory = {
type = childhood_education_no_guardian
}
scope:new_memory = {
save_scope_as = education_memory
set_variable = {
name = education_realm
value = root.court_owner.primary_title
}
if = {
limit = {
root.court_owner = { is_landed = no }
}
set_variable = {
name = education_landless
value = yes
}
}
set_variable = {
name = education_location
value = root.court_owner.capital_province
}
set_variable = {
name = education_location_culture
value = root.court_owner.capital_province.culture
}
set_variable = {
name = education_host_faith
value = root.court_owner.faith
}
set_variable = {
name = education_host_culture
value = root.court_owner.culture
}
}
}
#has educator memory creation
else_if = {
limit = {
exists = root.court_owner.capital_province
}
create_character_memory = {
type = childhood_education_guardian
participants = {
guardian = scope:educator
}
}
scope:new_memory = {
save_scope_as = education_memory
set_variable = {
name = education_realm
value = root.court_owner.primary_title
}
set_variable = {
name = education_location
value = root.court_owner.capital_province
}
set_variable = {
name = education_location_culture
value = root.court_owner.capital_province.culture
}
set_variable = {
name = education_host_faith
value = root.court_owner.faith
}
set_variable = {
name = education_host_culture
value = root.court_owner.culture
}
}
}
if = {
limit = { exists = scope:educator }
scope:educator = {
create_character_memory = {
type = ward_education_completed
participants = {
ward = root
}
}
}
pam_tenet_filial_piety_education_completion_reward_effect = yes
remove_guardian_effect = {
GUARDIAN = scope:educator
WARD = root
RETURN_WARD = yes
HIDE_OPINION = no
}
if = {
limit = {
exists = root.house
exists = scope:educator.house
}
root.house = {
change_house_relation_effect = {
HOUSE = scope:educator.house
VALUE = house_relation_improve_minor_value
REASON = educated
CHAR = root
TARGET_CHAR = scope:educator
TITLE = scope:dummy_gender
}
}
}
}
else = { return_ward_travel_effect = yes }
}As written in game/common/scripted_effects/00_education_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls wrap_up_education_effect.
Events (6)
- childhood_education.0006
- Coming of Age
coming_of_age.0001 - Coming of Age
coming_of_age.0002 - Coming of Age
coming_of_age.0003 - Coming of Age
coming_of_age.0004 - Coming of Age
coming_of_age.0005
Source: game/common/scripted_effects/00_education_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.