Scripted effect
gain_trait_or_experience_effect
gain_trait_or_experience_effect = { AMOUNT = … TRAIT = … }game/common/scripted_effects/00_experience_effects.txt, line 1 (12 lines). Parameters: $AMOUNT$, $TRAIT$.
gain_trait_or_experience_effect is a scripted effect in Crusader Kings III, written at line 1 of its file. A call passes 2 parameters: AMOUNT and TRAIT. The game's script calls it in 2 places, among them Wild Goose Chase (decision) and Jade or Stone (event chinese_students.0031). Patch 1.20.1.2, from game/common/scripted_effects/00_experience_effects.txt.
What it does
• 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 (12 lines of game script)
gain_trait_or_experience_effect = {
if = {
limit = { has_trait = $TRAIT$ }
add_trait_xp = {
trait = $TRAIT$
value = $AMOUNT$
}
}
else = {
add_trait = $TRAIT$
}
}As written in game/common/scripted_effects/00_experience_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls gain_trait_or_experience_effect.
Decisions (1)
- Wild Goose Chase
Events (1)
- Jade or Stone
chinese_students.0031
Source: game/common/scripted_effects/00_experience_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.