CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

yearly_0001_improve_vassal_skill_effect

yearly_0001_improve_vassal_skill_effect = yes

game/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:
  • 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:
  • 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:
  • 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:
  • 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:

• 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.

Spotted a mistake on this page?