Scripted effect
personality_shift_effect
personality_shift_effect = yesgame/common/scripted_effects/00_personality_trait_effects.txt, line 588 (177 lines). No parameters.
personality_shift_effect is a scripted effect in Crusader Kings III, written at line 588 of its file. It takes no parameters: personality_shift_effect = yes. The game's script calls it in 1 place, among them Successor's Squabble (event diplomacy_family_special.2233). Patch 1.20.1.2, from game/common/scripted_effects/00_personality_trait_effects.txt.
What it does
If
scope:has_opposing_trait = flag:arrogant
Then
Else if
scope:has_opposing_trait = flag:humble
Then
Else if
scope:has_opposing_trait = flag:lustful
Then
Else if
scope:has_opposing_trait = flag:chaste
Then
Else if
scope:has_opposing_trait = flag:gregarious
Then
- Loses the Trait Gregarious
add_trait_force_tooltip = shy
Else if
scope:has_opposing_trait = flag:shy
Then
Else if
scope:has_opposing_trait = flag:generous
Then
Else if
scope:has_opposing_trait = flag:greedy
Then
Else if
scope:has_opposing_trait = flag:ambitious
Then
Else if
scope:has_opposing_trait = flag:content
Then
Else if
scope:has_opposing_trait = flag:impatient
Then
Else if
scope:has_opposing_trait = flag:patient
Then
Else if
scope:has_opposing_trait = flag:temperate
Then
Else if
scope:has_opposing_trait = flag:gluttonous
Then
- Loses the Trait Gluttonous
add_trait_force_tooltip = temperate
Else if
scope:has_opposing_trait = flag:diligent
Then
Else if
scope:has_opposing_trait = flag:lazy
Then
Else if
scope:has_opposing_trait = flag:wrathful
Then
Else if
scope:has_opposing_trait = flag:calm
Then
Else if
scope:has_opposing_trait = flag:deceitful
Then
Else if
scope:has_opposing_trait = flag:honest
Then
Else if
scope:has_opposing_trait = flag:craven
Then
Else if
scope:has_opposing_trait = flag:brave
Then
Else if
scope:has_opposing_trait = flag:arbitrary
Then
Else if
- … (more in the script below)
- … (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)
personality_shift_effect = {
if = {
limit = { scope:has_opposing_trait = flag:arrogant }
remove_trait = arrogant
add_trait_force_tooltip = humble
}
else_if = {
limit = { scope:has_opposing_trait = flag:humble }
remove_trait = humble
add_trait_force_tooltip = arrogant
}
else_if = {
limit = { scope:has_opposing_trait = flag:lustful }
remove_trait = lustful
add_trait_force_tooltip = chaste
}
else_if = {
limit = { scope:has_opposing_trait = flag:chaste }
remove_trait = chaste
add_trait_force_tooltip = lustful
}
else_if = {
limit = { scope:has_opposing_trait = flag:gregarious }
remove_trait = gregarious
add_trait_force_tooltip = shy
}
else_if = {
limit = { scope:has_opposing_trait = flag:shy }
remove_trait = shy
add_trait_force_tooltip = gregarious
}
else_if = {
limit = { scope:has_opposing_trait = flag:generous }
remove_trait = generous
add_trait_force_tooltip = greedy
}
else_if = {
limit = { scope:has_opposing_trait = flag:greedy }
remove_trait = greedy
add_trait_force_tooltip = generous
}
else_if = {
limit = { scope:has_opposing_trait = flag:ambitious }
remove_trait = ambitious
add_trait_force_tooltip = content
}
else_if = {
limit = { scope:has_opposing_trait = flag:content }
remove_trait = content
add_trait_force_tooltip = ambitious
}
else_if = {
limit = { scope:has_opposing_trait = flag:impatient }
remove_trait = impatient
add_trait_force_tooltip = patient
}
else_if = {
limit = { scope:has_opposing_trait = flag:patient }
remove_trait = patient
add_trait_force_tooltip = impatient
}
else_if = {
limit = { scope:has_opposing_trait = flag:temperate }
remove_trait = temperate
add_trait_force_tooltip = gluttonous
}
else_if = {
limit = { scope:has_opposing_trait = flag:gluttonous }
remove_trait = gluttonous
add_trait_force_tooltip = temperate
}
else_if = {
limit = { scope:has_opposing_trait = flag:diligent }
remove_trait = diligent
add_trait_force_tooltip = lazy
}
else_if = {
limit = { scope:has_opposing_trait = flag:lazy }
remove_trait = lazy
add_trait_force_tooltip = diligent
}
else_if = {
limit = { scope:has_opposing_trait = flag:wrathful }
remove_trait = wrathful
add_trait_force_tooltip = calm
}
else_if = {
limit = { scope:has_opposing_trait = flag:calm }
remove_trait = calm
add_trait_force_tooltip = wrathful
}
else_if = {
limit = { scope:has_opposing_trait = flag:deceitful }
remove_trait = deceitful
add_trait_force_tooltip = honest
}
else_if = {
limit = { scope:has_opposing_trait = flag:honest }
remove_trait = honest
add_trait_force_tooltip = deceitful
}
else_if = {
limit = { scope:has_opposing_trait = flag:craven }
remove_trait = craven
add_trait_force_tooltip = brave
}
else_if = {
limit = { scope:has_opposing_trait = flag:brave }
remove_trait = brave
add_trait_force_tooltip = craven
}
else_if = {
limit = { scope:has_opposing_trait = flag:arbitrary }
remove_trait = arbitrary
add_trait_force_tooltip = just
}
else_if = {
limit = { scope:has_opposing_trait = flag:just }
remove_trait = just
add_trait_force_tooltip = arbitraryAs written in game/common/scripted_effects/00_personality_trait_effects.txt.
The first 120 of its 177 lines; the rest is in game/common/scripted_effects/00_personality_trait_effects.txt from line 588.
Where it is used
Every place in common/, events/ and history/ that calls personality_shift_effect.
Events (1)
- Successor's Squabble
diplomacy_family_special.2233
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.