CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · The Northern Lords files

replace_with_learning_trait_effect

replace_with_learning_trait_effect = yes

game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt, line 830 (87 lines). No parameters.

replace_with_learning_trait_effect is a scripted effect in Crusader Kings III, in the The Northern Lords files, written at line 830 of its file. It takes no parameters: replace_with_learning_trait_effect = yes. The game's script calls it in 1 place, among them event_0101_spawn_criminal_effect (local effect). Patch 1.20.1.2, from game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt.

What it does

• 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 (87 lines of game script)
replace_with_learning_trait_effect = {
	if = {
		limit = { has_trait = education_intrigue_1 }
		remove_trait = education_intrigue_1
	}
	else_if = {
		limit = { has_trait = education_intrigue_2 }
		remove_trait = education_intrigue_2
	}
	else_if = {
		limit = { has_trait = education_intrigue_3 }
		remove_trait = education_intrigue_3
	}
	else_if = {
		limit = { has_trait = education_intrigue_4 }
		remove_trait = education_intrigue_4
	}
	else_if = {
		limit = { has_trait = education_intrigue_5 }
		remove_trait = education_intrigue_5
	}
	else_if = {
		limit = { has_trait = education_diplomacy_1 }
		remove_trait = education_diplomacy_1
	}
	else_if = {
		limit = { has_trait = education_diplomacy_2 }
		remove_trait = education_diplomacy_2
	}
	else_if = {
		limit = { has_trait = education_diplomacy_3 }
		remove_trait = education_diplomacy_3
	}
	else_if = {
		limit = { has_trait = education_diplomacy_4 }
		remove_trait = education_diplomacy_4
	}
	else_if = {
		limit = { has_trait = education_diplomacy_5 }
		remove_trait = education_diplomacy_5
	}
	else_if = {
		limit = { has_trait = education_stewardship_1 }
		remove_trait = education_stewardship_1
	}
	else_if = {
		limit = { has_trait = education_stewardship_2 }
		remove_trait = education_stewardship_2
	}
	else_if = {
		limit = { has_trait = education_stewardship_3 }
		remove_trait = education_stewardship_3
	}
	else_if = {
		limit = { has_trait = education_stewardship_4 }
		remove_trait = education_stewardship_4
	}
	else_if = {
		limit = { has_trait = education_stewardship_5 }
		remove_trait = education_stewardship_5
	}
	else_if = {
		limit = { has_trait = education_martial_1 }
		remove_trait = education_martial_1
	}
	else_if = {
		limit = { has_trait = education_martial_2 }
		remove_trait = education_martial_2
	}
	else_if = {
		limit = { has_trait = education_martial_3 }
		remove_trait = education_martial_3
	}
	else_if = {
		limit = { has_trait = education_martial_4 }
		remove_trait = education_martial_4
	}
	else_if = {
		limit = { has_trait = education_martial_5 }
		remove_trait = education_martial_5
	}
	random_list = {
		2 = { add_trait = education_learning_2 }
		2 = { add_trait = education_learning_3 }
		1 = { add_trait = education_learning_4 }
	}
}

As written in game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls replace_with_learning_trait_effect.

Scripted effects inside an event file (1)

  • event_0101_spawn_criminal_effect

Source: game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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