CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

personality_shift_effect

personality_shift_effect = yes

game/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

    • Loses the Trait Humble
    • add_trait_force_tooltip = arrogant

    Else if

    • scope:has_opposing_trait = flag:lustful

    Then

    Else if

    • scope:has_opposing_trait = flag:chaste

    Then

    • Loses the Trait Chaste
    • add_trait_force_tooltip = lustful

    Else if

    • scope:has_opposing_trait = flag:gregarious

    Then

    Else if

    • scope:has_opposing_trait = flag:shy

    Then

    • Loses the Trait Shy
    • add_trait_force_tooltip = gregarious

    Else if

    • scope:has_opposing_trait = flag:generous

    Then

    Else if

    • scope:has_opposing_trait = flag:greedy

    Then

    • Loses the Trait Greedy
    • add_trait_force_tooltip = generous

    Else if

    • scope:has_opposing_trait = flag:ambitious

    Then

    Else if

    • scope:has_opposing_trait = flag:content

    Then

    • Loses the Trait Content
    • add_trait_force_tooltip = ambitious

    Else if

    • scope:has_opposing_trait = flag:impatient

    Then

    Else if

    • scope:has_opposing_trait = flag:patient

    Then

    • Loses the Trait Patient
    • add_trait_force_tooltip = impatient

    Else if

    • scope:has_opposing_trait = flag:temperate

    Then

    Else if

    • scope:has_opposing_trait = flag:gluttonous

    Then

    Else if

    • scope:has_opposing_trait = flag:diligent

    Then

    Else if

    • scope:has_opposing_trait = flag:lazy

    Then

    • Loses the Trait Lazy
    • add_trait_force_tooltip = diligent

    Else if

    • scope:has_opposing_trait = flag:wrathful

    Then

    Else if

    • scope:has_opposing_trait = flag:calm

    Then

    • Loses the Trait Calm
    • add_trait_force_tooltip = wrathful

    Else if

    • scope:has_opposing_trait = flag:deceitful

    Then

    Else if

    • scope:has_opposing_trait = flag:honest

    Then

    • Loses the Trait Honest
    • add_trait_force_tooltip = deceitful

    Else if

    • scope:has_opposing_trait = flag:craven

    Then

    • Loses the Trait Craven
    • add_trait_force_tooltip = brave

    Else if

    • scope:has_opposing_trait = flag:brave

    Then

    • Loses the Trait Brave
    • add_trait_force_tooltip = craven

    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 = arbitrary

As 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)

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.

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