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

flip_sinful_trait_effect

flip_sinful_trait_effect = yes

game/common/scripted_effects/00_personality_trait_effects.txt, line 1330 (282 lines). No parameters.

flip_sinful_trait_effect is a scripted effect in Crusader Kings III, written at line 1330 of its file. It takes no parameters: flip_sinful_trait_effect = yes. The game's script calls it in 10 places, among them A Spiritual Awakening in … (event pilgrimage.6790), A Spot of Sin (event pam_generic_events.0011) and Am I Good? (event pam_generic_events.0002). Patch 1.20.1.2, from game/common/scripted_effects/00_personality_trait_effects.txt.

What it does

  • If

    • Has the Trait: Lustful
    • Their rite:
      • trait_is_sin_rite = lustful

    Then

    Else if

    • Has the Trait: Chaste
    • Their rite:
      • trait_is_sin_rite = chaste

    Then

    • Loses the Trait Chaste
    • add_trait_force_tooltip = lustful

    Else if

    • Has the Trait: Temperate
    • Their rite:
      • trait_is_sin_rite = temperate

    Then

    Else if

    Then

    Else if

    • Has the Trait: Greedy
    • Their rite:
      • trait_is_sin_rite = greedy

    Then

    • Loses the Trait Greedy
    • add_trait_force_tooltip = generous

    Else if

    • Has the Trait: Generous
    • Their rite:
      • trait_is_sin_rite = generous

    Then

    Else if

    • Has the Trait: Lazy
    • Their rite:
      • trait_is_sin_rite = lazy

    Then

    • Loses the Trait Lazy
    • add_trait_force_tooltip = diligent

    Else if

    • Has the Trait: Diligent
    • Their rite:
      • trait_is_sin_rite = diligent

    Then

    Else if

    • Has the Trait: Wrathful
    • Their rite:
      • trait_is_sin_rite = wrathful

    Then

    Else if

    • Has the Trait: Calm
    • Their rite:
      • trait_is_sin_rite = calm

    Then

    • Loses the Trait Calm
    • add_trait_force_tooltip = wrathful

    Else if

    • Has the Trait: Humble
    • Their rite:
      • trait_is_sin_rite = humble

    Then

    • Loses the Trait Humble
    • add_trait_force_tooltip = arrogant

    Else if

    • Has the Trait: Arrogant
    • Their rite:
      • trait_is_sin_rite = arrogant

    Then

    Else if

    • Has the Trait: Impatient
    • Their rite:
      • trait_is_sin_rite = impatient

    Then

    Else if

    • Has the Trait: Patient
    • Their rite:
      • trait_is_sin_rite = patient

    Then

    • Loses the Trait Patient
    • add_trait_force_tooltip = impatient

    Else if

    • Has the Trait: Craven
    • Their rite:
      • trait_is_sin_rite = craven

    Then

    • Loses the Trait Craven
    • add_trait_force_tooltip = brave

    Else if

    • Has the Trait: Brave
    • Their rite:
      • trait_is_sin_rite = brave

    Then

    • Loses the Trait Brave
    • add_trait_force_tooltip = craven

    Else if

    • Has the Trait: Shy
    • Their rite:
      • trait_is_sin_rite = shy

    Then

    • Loses the Trait Shy
    • add_trait_force_tooltip = gregarious

    Else 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)
flip_sinful_trait_effect = {
	if = {
		limit = {
			has_trait = lustful
			rite = { trait_is_sin_rite = lustful }
		}
		remove_trait = lustful
		add_trait_force_tooltip = chaste
	}
	else_if = {
		limit = {
			has_trait = chaste
			rite = { trait_is_sin_rite = chaste }
		}
		remove_trait = chaste
		add_trait_force_tooltip = lustful
	}
	else_if = {
		limit = {
			has_trait = temperate
			rite = { trait_is_sin_rite = temperate }
		}
		remove_trait = temperate
		add_trait_force_tooltip = gluttonous
	}
	else_if = {
		limit = {
			has_trait = gluttonous
			rite = { trait_is_sin_rite = gluttonous }
		}
		remove_trait = gluttonous
		add_trait_force_tooltip = temperate
	}
	else_if = {
		limit = {
			has_trait = greedy
			rite = { trait_is_sin_rite = greedy }
		}
		remove_trait = greedy
		add_trait_force_tooltip = generous
	}
	else_if = {
		limit = {
			has_trait = generous
			rite = { trait_is_sin_rite = generous }
		}
		remove_trait = generous
		add_trait_force_tooltip = greedy
	}
	else_if = {
		limit = {
			has_trait = lazy
			rite = { trait_is_sin_rite = lazy }
		}
		remove_trait = lazy
		add_trait_force_tooltip = diligent
	}
	else_if = {
		limit = {
			has_trait = diligent
			rite = { trait_is_sin_rite = diligent }
		}
		remove_trait = diligent
		add_trait_force_tooltip = lazy
	}
	else_if = {
		limit = {
			has_trait = wrathful
			rite = { trait_is_sin_rite = wrathful }
		}
		remove_trait = wrathful
		add_trait_force_tooltip = calm
	}
	else_if = {
		limit = {
			has_trait = calm
			rite = { trait_is_sin_rite = calm }
		}
		remove_trait = calm
		add_trait_force_tooltip = wrathful
	}
	else_if = {
		limit = {
			has_trait = humble
			rite = { trait_is_sin_rite = humble }
		}
		remove_trait = humble
		add_trait_force_tooltip = arrogant
	}
	else_if = {
		limit = {
			has_trait = arrogant
			rite = { trait_is_sin_rite = arrogant }
		}
		remove_trait = arrogant
		add_trait_force_tooltip = humble
	}
	else_if = {
		limit = {
			has_trait = impatient
			rite = { trait_is_sin_rite = impatient }
		}
		remove_trait = impatient
		add_trait_force_tooltip = patient
	}
	else_if = {
		limit = {
			has_trait = patient
			rite = { trait_is_sin_rite = patient }
		}
		remove_trait = patient
		add_trait_force_tooltip = impatient
	}
	else_if = {
		limit = {
			has_trait = craven
			rite = { trait_is_sin_rite = craven }
		}
		remove_trait = craven
		add_trait_force_tooltip = brave

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

The first 120 of its 282 lines; the rest is in game/common/scripted_effects/00_personality_trait_effects.txt from line 1330.

Where it is used

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

Events (6)

On actions (the game's own hooks) (4)

  • on_stress_level_1
  • on_stress_level_2
  • on_stress_level_3
  • on_stress_level_4

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

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