CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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 “$MODIFIER$”

• 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.

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.

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