Scripted effect · The Northern Lords files
replace_with_learning_trait_effect
replace_with_learning_trait_effect = yesgame/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
- If has the Trait: Amateurish Plotter: Loses the Trait Amateurish Plotter
- Else, if has the Trait: Flamboyant Trickster: Loses the Trait Flamboyant Trickster
- Else, if has the Trait: Intricate Webweaver: Loses the Trait Intricate Webweaver
- Else, if has the Trait: Elusive Shadow: Loses the Trait Elusive Shadow
- Else, if has the Trait: Conniving Puppetmaster: Loses the Trait Conniving Puppetmaster
- Else, if has the Trait: Naive Appeaser: Loses the Trait Naive Appeaser
- Else, if has the Trait: Adequate Bargainer: Loses the Trait Adequate Bargainer
- Else, if has the Trait: Charismatic Negotiator: Loses the Trait Charismatic Negotiator
- Else, if has the Trait: Gray Eminence: Loses the Trait Gray Eminence
- Else, if has the Trait: Virtuoso Arbitrator: Loses the Trait Virtuoso Arbitrator
- Else, if has the Trait: Indulgent Wastrel: Loses the Trait Indulgent Wastrel
- Else, if has the Trait: Thrifty Clerk: Loses the Trait Thrifty Clerk
- Else, if has the Trait: Fortune Builder: Loses the Trait Fortune Builder
- Else, if has the Trait: Midas Touched: Loses the Trait Midas Touched
- Else, if has the Trait: Golden Sovereign: Loses the Trait Golden Sovereign
- Else, if has the Trait: Misguided Warrior: Loses the Trait Misguided Warrior
- Else, if has the Trait: Tough Soldier: Loses the Trait Tough Soldier
- Else, if has the Trait: Skilled Tactician: Loses the Trait Skilled Tactician
- Else, if has the Trait: Brilliant Strategist: Loses the Trait Brilliant Strategist
- Else, if has the Trait: Exalted Warlord: Loses the Trait Exalted Warlord
- 1 of 3 things will happen:
- 40%: Gains the Trait Insightful Thinker
- 40%: Gains the Trait Astute Intellectual
- 20%: Gains the Trait Mastermind Philosopher
• 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.