CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

accolade_personality_trait_picking_effect

accolade_personality_trait_picking_effect = yes

game/common/scripted_effects/00_accolades_scripted_effects.txt, line 9078 (1060 lines). No parameters.

accolade_personality_trait_picking_effect is a scripted effect in Crusader Kings III, written at line 9078 of its file. It takes no parameters: accolade_personality_trait_picking_effect = yes. The game's script calls it in 2 places, among them accolade_knight_training_effect (scripted effect) and accolade_squire_training_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_accolades_scripted_effects.txt.

The comment above it in the file

Personality trait picking for above training effects

What it does

  • If

    • If

      a check the game hides

      Then

      • Is played by the AI
      • One of these

        • All of these

          • Their liege: Is played by a person
          • has_relation_guardian = scope:acclaimed_knight
        • or

          None of these

          • Any close or extended family member: Is played by a person
      • Not all of these

        • has_relation_guardian = scope:accolade.accolade_owner
        • scope:accolade.accolade_owner: Is played by a person

    Then

    • If

      Then

      • 1 of 3 things will happen:
        • 33% (base chance; changed in play): Nothing else happens
        • 33% (base chance; changed in play): Nothing else happens
        • 33% (base chance; changed in play): Nothing else happens
    • If

      • scope:accolade:
        • scope:type = accolade_type:idealist_attribute
      • None of these

        • Character trait (at least 3):
          • One of these

            • this = trait:sadistic
            • or

              this = trait:callous
            • or

              this = trait:vengeful
            • or

              this = trait:paranoid
            • or

              this = trait:greedy
        • Character trait (at least 3):
          • One of these

            • this = trait:compassionate
            • or

              this = trait:forgiving
            • or

              this = trait:trusting
            • or

              this = trait:generous

      Then

      • 1 of 4 things will happen:
        • 25% (base chance; changed in play): Nothing else happens
        • 25% (base chance; changed in play): Nothing else happens
        • 25% (base chance; changed in play): Nothing else happens
        • 25% (base chance; changed in play): Nothing else happens
    • If

      • scope:accolade:
        • scope:type = accolade_type:thug_attribute
      • None of these

        • Character trait (at least 3):
          • One of these

            • this = trait:calm
            • or

              this = trait:just
            • or

              this = trait:patient
            • or

              this = trait:humble
        • Character trait (at least 3):
          • One of these

            • this = trait:wrathful
            • or

              this = trait:arbitrary
            • or

              this = trait:impatient
            • or

              this = trait:arrogant

      Then

      • 1 of 4 things will happen:
        • 25% (base chance; changed in play): Nothing else happens
        • 25% (base chance; changed in play): Nothing else happens
        • 25% (base chance; changed in play): Nothing else happens
        • 25% (base chance; changed in play): Nothing else happens
    • If

      • scope:accolade:
        • scope:type = accolade_type:disciplinarian_attribute
      • None of these

        • Character trait (at least 3):
          • One of these

            • this = trait:fickle
            • or

              this = trait:eccentric
            • or

              this = trait:lazy
            • or

              this = trait:gluttonous
        • Character trait (at least 3):
          • One of these

            • this = trait:stubborn
            • or

              this = trait:diligent
            • or

              this = trait:temperate

      Then

      • 1 of 3 things will happen:
        • 33% (base chance; changed in play): Nothing else happens
        • 33% (base chance; changed in play): Nothing else happens
        • 33% (base chance; changed in play): Nothing else happens
    • If

      • scope:accolade:
        • scope:type = accolade_type:stalwart_attribute
      • None of these

        • Character trait (at least 3):
          • One of these

            • this = trait:deceitful
            • or

              this = trait:arbitrary
            • or

              this = trait:impatient
        • Character trait (at least 3):
          • One of these

            • this = trait:honest
            • or

              this = trait:just
            • or

              this = trait:patient

      Then

      • 1 of 3 things will happen:
        • 33% (base chance; changed in play): Nothing else happens
        • 33% (base chance; changed in play): Nothing else happens
        • 33% (base chance; changed in play): Nothing else happens
    • If

      • … (more in the script below)

• 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)
accolade_personality_trait_picking_effect = {
	#COMMON ATTRIBUTES - CHANGE PERSONALITY
	#Only change personality if they aren't related to player
	if = {
		limit = {
			#Only need to check relations if scope:owner is a squire
			trigger_if = {
				limit = {
					exists = scope:squire
				}
				#Don't ever change PC personality with this
				is_ai = yes
				#Only change family members of players if they assigned knight as ward
				OR = {
					AND = {
						liege ?= {
							is_ai = no
						}
						has_relation_guardian = scope:acclaimed_knight
					}
					NOT = {
						any_close_or_extended_family_member = {
							is_ai = no
						}
					}
				}
				#Do not change personality of player's ward
				NAND = {
					has_relation_guardian = scope:accolade.accolade_owner
					scope:accolade.accolade_owner = {
						is_ai = no
					}
				}
			}
		}
		#MARAUDER
		if = {
			limit = {
				scope:accolade = {
					scope:type = accolade_type:marauder_attribute
				}
				#Doesn't have all opposing traits
				NAND = {
					has_trait = forgiving
					has_trait = compassionate
				}
				#Doesn't have all possible traits they could gain
				NAND = {
					has_trait = sadistic
					has_trait = callous
					has_trait = vengeful
				}
			}
			trait:sadistic = { add_to_list = accolade_traits }
			trait:vengeful = { add_to_list = accolade_traits }
			trait:callous = { add_to_list = accolade_traits }
			random_list = {
				#Vengeful
				10 = {
					trigger = {
						NOR = {
							has_trait = vengeful
							has_trait = forgiving
						}
					}
					modifier = {
						ai_vengefulness > 0
						add = ai_vengefulness
					}
					modifier = {
						ai_vengefulness < 0
						add = -9
					}
					trait:vengeful = { save_scope_as = personality_trait_add }
					add_character_flag = {
						flag = squire_gained_trait
						days = 30
					}
				}
				#Sadistic
				10 = {
					trigger = {
						NOR = {
							has_trait = sadistic
							has_trait = compassionate
							has_trait = callous
						}
					}
					modifier = {
						ai_compassion < 0
						add = {
							value = ai_compassion
							multiply = -1
						}
					}
					modifier = {
						ai_compassion > 0
						add = -9
					}
					trait:sadistic = { save_scope_as = personality_trait_add }
					add_character_flag = {
						flag = squire_gained_trait
						days = 30
					}
				}
				#Callous
				10 = {
					trigger = {
						NOR = {
							has_trait = sadistic
							has_trait = compassionate
							has_trait = callous
						}
					}
					modifier = {
						ai_compassion < 0
						add = {
							value = ai_compassion
							multiply = -1
						}

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

The first 120 of its 1060 lines; the rest is in game/common/scripted_effects/00_accolades_scripted_effects.txt from line 9078.

Where it is used

Every place in common/, events/ and history/ that calls accolade_personality_trait_picking_effect.

Source: game/common/scripted_effects/00_accolades_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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