Scripted effect
get_diametrically_opposed_trait_trigger
get_diametrically_opposed_trait_trigger = { CHARACTER_1 = … CHARACTER_2 = … }game/common/scripted_effects/00_personality_trait_effects.txt, line 1617 (268 lines). Parameters: $CHARACTER_1$, $CHARACTER_2$.
get_diametrically_opposed_trait_trigger is a scripted effect in Crusader Kings III, written at line 1617 of its file. A call passes 2 parameters: CHARACTER_1 and CHARACTER_2. The game's script calls it in 1 place, among them Danger: A Quarrelsome Lot (event travel_danger_events.5000). Patch 1.20.1.2, from game/common/scripted_effects/00_personality_trait_effects.txt.
The comment above it in the file
Checks if the scoped character and the target character have any diametrically opposed personality traits. Saves a scope with the selected trait held by CHARACTER_1 Should use the following trigger number_of_opposing_personality_traits to check that an opposing personality trait exists
What it does
- 1 of 37 things will happen:
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
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- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
- 3%: Nothing else happens
• 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)
get_diametrically_opposed_trait_trigger = {
random_list = {
1 = {
trigger = {
$CHARACTER_1$ = { has_trait = brave }
$CHARACTER_2$ = { has_trait = craven }
}
trait:brave = { save_scope_as = opposed_personality_trait }
}
1 = {
trigger = {
$CHARACTER_1$ = { has_trait = craven }
$CHARACTER_2$ = { has_trait = brave }
}
trait:craven = { save_scope_as = opposed_personality_trait }
}
1 = {
trigger = {
$CHARACTER_1$ = { has_trait = calm }
$CHARACTER_2$ = { has_trait = wrathful }
}
trait:calm = { save_scope_as = opposed_personality_trait }
}
1 = {
trigger = {
$CHARACTER_1$ = { has_trait = wrathful }
$CHARACTER_2$ = { has_trait = calm }
}
trait:wrathful = { save_scope_as = opposed_personality_trait }
}
1 = {
trigger = {
$CHARACTER_1$ = { has_trait = lustful }
$CHARACTER_2$ = { has_trait = chaste }
}
trait:lustful = { save_scope_as = opposed_personality_trait }
}
1 = {
trigger = {
$CHARACTER_1$ = { has_trait = chaste }
$CHARACTER_2$ = { has_trait = lustful }
}
trait:chaste = { save_scope_as = opposed_personality_trait }
}
1 = {
trigger = {
$CHARACTER_1$ = { has_trait = ambitious }
$CHARACTER_2$ = { has_trait = content }
}
trait:ambitious = { save_scope_as = opposed_personality_trait }
}
1 = {
trigger = {
$CHARACTER_1$ = { has_trait = content }
$CHARACTER_2$ = { has_trait = ambitious }
}
trait:content = { save_scope_as = opposed_personality_trait }
}
1 = {
trigger = {
$CHARACTER_1$ = { has_trait = diligent }
$CHARACTER_2$ = { has_trait = lazy }
}
trait:diligent = { save_scope_as = opposed_personality_trait }
}
1 = {
trigger = {
$CHARACTER_1$ = { has_trait = lazy }
$CHARACTER_2$ = { has_trait = diligent }
}
trait:lazy = { save_scope_as = opposed_personality_trait }
}
1 = {
trigger = {
$CHARACTER_1$ = { has_trait = stubborn }
$CHARACTER_2$ = { has_trait = fickle }
}
trait:stubborn = { save_scope_as = opposed_personality_trait }
}
1 = {
trigger = {
$CHARACTER_1$ = { has_trait = fickle }
$CHARACTER_2$ = { has_trait = stubborn }
}
trait:fickle = { save_scope_as = opposed_personality_trait }
}
1 = {
trigger = {
$CHARACTER_1$ = { has_trait = vengeful }
$CHARACTER_2$ = { has_trait = forgiving }
}
trait:vengeful = { save_scope_as = opposed_personality_trait }
}
1 = {
trigger = {
$CHARACTER_1$ = { has_trait = forgiving }
$CHARACTER_2$ = { has_trait = vengeful }
}
trait:forgiving = { save_scope_as = opposed_personality_trait }
}
1 = {
trigger = {
$CHARACTER_1$ = { has_trait = greedy }
$CHARACTER_2$ = { has_trait = generous }
}
trait:greedy = { save_scope_as = opposed_personality_trait }
}
1 = {
trigger = {
$CHARACTER_1$ = { has_trait = generous }
$CHARACTER_2$ = { has_trait = greedy }
}
trait:generous = { save_scope_as = opposed_personality_trait }
}
1 = {
trigger = {
$CHARACTER_1$ = { has_trait = gregarious }
$CHARACTER_2$ = { has_trait = shy }
}
trait:gregarious = { save_scope_as = opposed_personality_trait }As written in game/common/scripted_effects/00_personality_trait_effects.txt.
The first 120 of its 268 lines; the rest is in game/common/scripted_effects/00_personality_trait_effects.txt from line 1617.
Where it is used
Every place in common/, events/ and history/ that calls get_diametrically_opposed_trait_trigger.
Events (1)
- Danger: A Quarrelsome Lot
travel_danger_events.5000
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.