Scripted effect
add_trait_only_force_tooltip_if_not_pov_effect
add_trait_only_force_tooltip_if_not_pov_effect = { POV = … TRAIT = … }game/common/scripted_effects/00_secret_effects.txt, line 1350 (9 lines). Parameters: $POV$, $TRAIT$.
add_trait_only_force_tooltip_if_not_pov_effect is a scripted effect in Crusader Kings III, written at line 1350 of its file. A call passes 2 parameters: POV and TRAIT. The game's script calls it in 3 places, among them murder_consequences_known_or_exposed_effect (scripted effect), murder_consequences_known_or_exposed_hidden_opinion_effect (scripted effect) and secret_exposed_owner_effects_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_secret_effects.txt.
The comment above it in the file
Purpose: to make sure trait always appears in tooltip for other characters informed about you gaining trait
What it does
Otherwise
add_trait_force_tooltip = $TRAIT$
• 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 (9 lines of game script)
add_trait_only_force_tooltip_if_not_pov_effect = {
if = {
limit = { this = $POV$ }
add_trait = $TRAIT$
}
else = {
add_trait_force_tooltip = $TRAIT$
}
}As written in game/common/scripted_effects/00_secret_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls add_trait_only_force_tooltip_if_not_pov_effect.
Source: game/common/scripted_effects/00_secret_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.