Scripted effect
remove_sinful_trait_effect
remove_sinful_trait_effect = yesgame/common/scripted_effects/00_religion_effects.txt, line 829 (12 lines). No parameters.
remove_sinful_trait_effect is a scripted effect in Crusader Kings III, written at line 829 of its file. It takes no parameters: remove_sinful_trait_effect = yes. The game's script calls it in 1 place, among them replace_sinful_trait_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_religion_effects.txt.
What it does
- Loses the Trait scope:sinful trait
• 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)
remove_sinful_trait_effect = {
save_scope_as = trait_changer
random_character_trait = {
limit = {
scope:trait_changer.rite = {
trait_is_sin_rite = prev
}
}
save_scope_as = sinful_trait
}
remove_trait = scope:sinful_trait
}As written in game/common/scripted_effects/00_religion_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls remove_sinful_trait_effect.
Scripted effects (1)
Source: game/common/scripted_effects/00_religion_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.