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

assign_quirk_effect

assign_quirk_effect = yes

game/common/scripted_effects/00_personal_details_effects.txt, line 24 (302 lines). No parameters.

assign_quirk_effect is a scripted effect in Crusader Kings III, written at line 24 of its file. It takes no parameters: assign_quirk_effect = yes. The game's script calls it in 166 places, among them … in the Crowd (event prelude_events.0160), …: A Helping Hand (event councillor_spouse_stewardship.2004) and …: A Matter of Honor (event councillor_spouse_martial.1003). Patch 1.20.1.2, from game/common/scripted_effects/00_personal_details_effects.txt.

The comment above it in the file

Used to find a permanent quirk for a character
Use get_quirk_character_effect for better performence as it also checks if root in an event is an AI!

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (120 lines of game script)
assign_quirk_effect = {
	if = {
		limit = {
			exists = var:my_quirk
			var:my_quirk = flag:fallback
		}
		remove_variable = my_quirk #to give character's that were assigned the fallback a chance for better things
	}
	if = {
		limit = {
			NOT = { exists = var:my_quirk }
		}
		hidden_effect = {
			random_list = {
				1 = {
					trigger = {
						OR = {
							has_trait = shy
							has_trait = pensive
						}
					}
					set_variable = {
						name = my_quirk
						value = flag:shy
					}
				}
				1 = {
					trigger = { has_trait = arrogant }
					set_variable = {
						name = my_quirk
						value = flag:arrogant
					}
				}
				1 = {
					trigger = { has_trait = impatient }
					set_variable = {
						name = my_quirk
						value = flag:impatient
					}
				}
				1 = {
					trigger = { has_trait = lustful }
					set_variable = {
						name = my_quirk
						value = flag:lustful
					}
				}
				1 = {
					trigger = { has_trait = chaste }
					set_variable = {
						name = my_quirk
						value = flag:chaste
					}
				}
				1 = {
					trigger = { has_trait = temperate }
					set_variable = {
						name = my_quirk
						value = flag:temperate
					}
				}
				1 = {
					trigger = { has_trait = gluttonous }
					set_variable = {
						name = my_quirk
						value = flag:gluttonous
					}
				}
				1 = {
					trigger = { has_trait = greedy }
					set_variable = {
						name = my_quirk
						value = flag:greedy
					}
				}
				1 = {
					trigger = {
						OR = {
							has_trait = diligent
							has_trait = bossy
							has_trait = curious
						}
					}
					set_variable = {
						name = my_quirk
						value = flag:diligent
					}
				}
				1 = {
					trigger = { has_trait = lazy }
					set_variable = {
						name = my_quirk
						value = flag:lazy
					}
				}
				1 = {
					trigger = { has_trait = wrathful }
					set_variable = {
						name = my_quirk
						value = flag:wrathful
					}
				}
				1 = {
					trigger = {
						OR = {
							has_trait = calm
							has_trait = pensive
						}
					}
					set_variable = {
						name = my_quirk
						value = flag:calm
					}
				}
				1 = {
					trigger = { has_trait = impatient }
					set_variable = {
						name = my_quirk
						value = flag:impatient
					}

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

The first 120 of its 302 lines; the rest is in game/common/scripted_effects/00_personal_details_effects.txt from line 24.

Where it is used

Every place in common/, events/ and history/ that calls assign_quirk_effect — the first 120 of 166.

Events (120)

114 more

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

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