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_set_random_weighted_skill_effect

yearly_0001_set_random_weighted_skill_effect = { MENTEE = … MENTOR = … }

game/common/scripted_effects/00_yearly_event_effects.txt, line 9 (73 lines). Parameters: $MENTEE$, $MENTOR$.

yearly_0001_set_random_weighted_skill_effect is a scripted effect in Crusader Kings III, written at line 9 of its file. A call passes 2 parameters: MENTEE and MENTOR. 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.

What it does

  • 1 of 5 things will happen:
    • 20%: Nothing else happens
    • 20%: Nothing else happens
    • 20%: Nothing else happens
    • 20%: Nothing else happens
    • 20%: Nothing else happens

• 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)
yearly_0001_set_random_weighted_skill_effect = {
	set_variable = {
		name = yearly_0001_skill
		value = flag:diplomacy
	}
	random_list = {
		20 = {
			#Must be better at the skill we pick than our liege.
			trigger = {
				$MENTEE$.diplomacy < $MENTOR$.diplomacy
			}

			$MENTEE$ = {
				set_variable = {
					name = yearly_0001_skill
					value = flag:diplomacy
				}
			}	
		}
		20 = {
			#Must be better at the skill we pick than our liege.
			trigger = {
				$MENTEE$.martial < $MENTOR$.martial
			}

			$MENTEE$ = {
				set_variable = {
					name = yearly_0001_skill
					value = flag:martial
				}
			}
		}
		20 = {
			#Must be better at the skill we pick than our liege.
			trigger = {
				$MENTEE$.stewardship < $MENTOR$.stewardship
			}

			$MENTEE$ = {
				set_variable = {
					name = yearly_0001_skill
					value = flag:stewardship
				}
			}
		}
		20 = {
			#Must be better at the skill we pick than our liege.
			trigger = {
				$MENTEE$.intrigue < $MENTOR$.intrigue
			}

			$MENTEE$ = {
				set_variable = {
					name = yearly_0001_skill
					value = flag:intrigue
				}
			}
		}
		20 = {
			#
			trigger = {
				$MENTEE$.learning < $MENTOR$.learning
			}

			$MENTEE$ = {
				set_variable = {
					name = yearly_0001_skill
					value = flag:learning
				}
			}
		}
	}
}

As written in game/common/scripted_effects/00_yearly_event_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls yearly_0001_set_random_weighted_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?