
Major decision · Oath Decisions
Repent
I have sworn to repent for my sins, and shed the weight of my wrongdoing: a burden to my heart, and to the realm. … remain to complete the Oath…
Requirements
The lines the game itself shows for this decision's conditions:
- …/4 Pilgrimages completed
- Still Host of a Coronation
Shown to a character when (is_shown) (3 lines of game script)
highest_held_title_tier >= tier_kingdom has_variable = repent_oath_timer has_variable = repent_oath
As written in game/common/decisions/10_ach_oath_decisions.txt.
Can be taken when (is_valid) (32 lines of game script)
calc_true_if = {
amount >= 1
num_sinful_traits = 0
AND = {
custom_tooltip = {
text = repent_oath_pilgrimage
var:repent_oath_pilgrimage_counter >= 4
}
piety_level >= 3
trigger_if = {
limit = {
exists = faith.religious_head
root != faith.religious_head
}
faith.religious_head = {
opinion = {
target = root
value >= 50
}
}
}
}
}
custom_tooltip = {
text = busy_in_coronation_tooltip
NOT = {
involved_activity ?= {
activity_host = root
has_activity_type = activity_coronation
}
}
}As written in game/common/decisions/10_ach_oath_decisions.txt.
Effects
- Every Sinful Lifestyle Trait and Fame Trait will be removed, and Sinful Personality Traits will be replaced with random Virtuous Personality Traits, for up to as many as your Faith possesses
Effect (90 lines of game script)
coronation_oath_success_effect = {
OATH = repent_oath
}
show_as_tooltip = {
add_character_modifier = oath_repent
}
every_trait_in_category = {
category = personality
if = {
limit = {
root.rite = {
trait_is_virtue_rite = prev
}
}
add_to_list = number_of_viable_personality_virtue_traits
}
}
every_character_trait = {
if = {
limit = {
root.rite = {
trait_is_sin_rite = prev
}
}
if = {
limit = {
has_trait_category = personality
}
add_to_list = personality_traits_to_remove
}
if = {
limit = {
OR = {
has_trait_category = lifestyle
has_trait_category = fame
}
}
add_to_list = lifestyle_and_fame_traits_to_remove
}
}
}
custom_tooltip = repent_oath_remove_traits_tooltip
hidden_effect = {
every_in_list = {
list = lifestyle_and_fame_traits_to_remove
save_temporary_scope_as = lifestyle_and_fame_temp_trait
root = {
remove_trait = scope:lifestyle_and_fame_temp_trait
}
}
every_in_list = {
list = personality_traits_to_remove
if = {
limit = {
any_in_list = {
list = number_of_viable_personality_virtue_traits
root = {
NOT = {
has_trait = prev
}
}
}
}
save_temporary_scope_as = personality_temp_trait
root = {
remove_trait = scope:personality_temp_trait
}
random_trait = {
limit = {
root.rite = {
trait_is_virtue_rite = prev
}
NOT = {
root = {
has_trait = prev
}
}
has_trait_category = personality
}
save_temporary_scope_as = temp_trait
}
root = {
add_trait = scope:temp_trait
}
}
}
}
hidden_effect = {
remove_variable = repent_oath_timer
}As written in game/common/decisions/10_ach_oath_decisions.txt.
Source: game/common/decisions/10_ach_oath_decisions.txt and the English localisation, Crusader Kings III 1.20.0.3. “…” marks words the game fills in at play time (a name, a faith, a title).