Scripted effect
yearly_0001_improve_vassal_skill_effect
yearly_0001_improve_vassal_skill_effect = yesgame/common/scripted_effects/00_yearly_event_effects.txt, line 292 (140 lines). No parameters.
yearly_0001_improve_vassal_skill_effect is a scripted effect in Crusader Kings III, written at line 292 of its file. It takes no parameters: yearly_0001_improve_vassal_skill_effect = yes. The game's script calls it in 1 place, among them yearly.0001 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_yearly_event_effects.txt.
The comment above it in the file
Tried to come up with a better way to do this other than making a duplicate function for it, but failed. Localization makes it nigh impossible to make a scripted effect which can handle all possible use cases effectively.
What it does
- If yearly 0001 skill is Diplomacy › 1 of 2 things will happen:
- 33% – … takes my lessons to heart:
yearly_0001_success_modifier = { SKILL = diplomacy }add_diplomacy_skill = 2
- 67% – I advise … on … current situation:
- Gains the modifier “Taking Etiquette Lessons” for 5 years
- Diplomacy +3
- Gains the modifier “Taking Etiquette Lessons” for 5 years
- 33% – … takes my lessons to heart:
- Else, if yearly 0001 skill is Martial › 1 of 2 things will happen:
- 33% – … takes my lessons to heart:
yearly_0001_success_modifier = { SKILL = martial }add_martial_skill = 2
- 67% – I advise … on … current situation:
- Gains the modifier “Taking Strategy Lessons” for 5 years
- Martial +3
- Gains the modifier “Taking Strategy Lessons” for 5 years
- 33% – … takes my lessons to heart:
- Else, if yearly 0001 skill is Stewardship › 1 of 2 things will happen:
- 33% – … takes my lessons to heart:
yearly_0001_success_modifier = { SKILL = stewardship }add_stewardship_skill = 2
- 67% – I advise … on … current situation:
- Gains the modifier “Taking Finance Lessons” for 5 years
- Stewardship +3
- Gains the modifier “Taking Finance Lessons” for 5 years
- 33% – … takes my lessons to heart:
- Else, if yearly 0001 skill is Intrigue › 1 of 2 things will happen:
- 33% – … takes my lessons to heart:
yearly_0001_success_modifier = { SKILL = intrigue }add_intrigue_skill = 2
- 67% – I advise … on … current situation:
- Gains the modifier “Taking Intrigue Lessons” for 5 years
- Intrigue +3
- Gains the modifier “Taking Intrigue Lessons” for 5 years
- 33% – … takes my lessons to heart:
- Else, if yearly 0001 skill is Learning › 1 of 2 things will happen:
- 33% – … takes my lessons to heart:
yearly_0001_success_modifier = { SKILL = learning }add_learning_skill = 2
- 67% – I advise … on … current situation:
- Gains the modifier “Taking Theology Lessons” for 5 years
- Learning +3
- Gains the modifier “Taking Theology Lessons” for 5 years
- 33% – … takes my lessons to heart:
• 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 (120 lines of game script)
yearly_0001_improve_vassal_skill_effect = {
#First we need to determine how much our mentor can teach us.
#This is based on the skill difference between the two of us.
if = {
limit = {
var:yearly_0001_skill = flag:diplomacy
}
random_list = {
#Permanently increase Diplomacy by 2 points
33 = {
desc = yearly.0001.b.success
#Lower chance of getting this result as Diplomacy increases.
yearly_0001_success_modifier = {
SKILL = diplomacy
}
add_diplomacy_skill = 2
}
#Temporarily increase Diplomacy by 3 points
66 = {
desc = yearly.0001.b.failure
add_character_modifier = {
modifier = yearly_0001_improved_diplomacy
years = 5
}
}
}
}
else_if = {
limit = {
var:yearly_0001_skill = flag:martial
}
random_list = {
#Permanently increase Martial by 2 points
33 = {
desc = yearly.0001.b.success
#Lower chance of getting this result as Martial increases.
yearly_0001_success_modifier = {
SKILL = martial
}
add_martial_skill = 2
}
#Temporarily increase Martial by 3 points
66 = {
desc = yearly.0001.b.failure
add_character_modifier = {
modifier = yearly_0001_improved_martial
years = 5
}
}
}
}
else_if = {
limit = {
var:yearly_0001_skill = flag:stewardship
}
random_list = {
#Permanently increase Stewardship by 2 points
33 = {
desc = yearly.0001.b.success
#Lower chance of getting this result as Stewardship increases.
yearly_0001_success_modifier = {
SKILL = stewardship
}
add_stewardship_skill = 2
}
#Temporarily increase Stewardship by 3 points
66 = {
desc = yearly.0001.b.failure
add_character_modifier = {
modifier = yearly_0001_improved_stewardship
years = 5
}
}
}
}
else_if = {
limit = {
var:yearly_0001_skill = flag:intrigue
}
random_list = {
#Permanently increase Intrigue by 2 points
33 = {
desc = yearly.0001.b.success
#Lower chance of getting this result as Intrigue increases.
yearly_0001_success_modifier = {
SKILL = intrigue
}
add_intrigue_skill = 2
}
#Temporarily increase Intrigue by 3 points
66 = {
desc = yearly.0001.b.failure
add_character_modifier = {
modifier = yearly_0001_improved_intrigue
years = 5
}
}
}
}
else_if = {
limit = {
var:yearly_0001_skill = flag:learning
}
random_list = {
#Permanently increase Learning by 2 points
33 = {As written in game/common/scripted_effects/00_yearly_event_effects.txt.
The first 120 of its 140 lines; the rest is in game/common/scripted_effects/00_yearly_event_effects.txt from line 292.
Where it is used
Every place in common/, events/ and history/ that calls yearly_0001_improve_vassal_skill_effect.
Events (1)
Source: game/common/scripted_effects/00_yearly_event_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.