Scripted effect · By God Alone files
pam_add_modifier_per_sin_trait_effect
pam_add_modifier_per_sin_trait_effect = { MODIFIER = … }game/common/scripted_effects/pam_effects.txt, line 14311 (12 lines). Parameters: $MODIFIER$.
pam_add_modifier_per_sin_trait_effect is a scripted effect in Crusader Kings III, in the By God Alone files, written at line 14311 of its file. A call passes 1 parameter: MODIFIER. The game's script calls it in 2 places, among them pam_tenet_original_sin_insight_effect (scripted effect) and pam_tenet_purgatory_sin_penalty_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/pam_effects.txt.
The comment above it in the file
One stack of $MODIFIER$ per trait the rite counts as a sin
What it does
remove_all_character_modifier_instances = $MODIFIER$- Every character trait:
- Where › Your rite:
trait_is_sin_rite = prev
- You: Gains the modifier “$MODIFIER$”
- Where › Your rite:
• 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)
pam_add_modifier_per_sin_trait_effect = {
remove_all_character_modifier_instances = $MODIFIER$
every_character_trait = {
limit = {
root.rite = { trait_is_sin_rite = prev }
}
root = {
add_character_modifier = $MODIFIER$
}
}
}As written in game/common/scripted_effects/pam_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls pam_add_modifier_per_sin_trait_effect.
Scripted effects (2)
Source: game/common/scripted_effects/pam_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.