Scripted effect
set_random_negative_nickname_effect
set_random_negative_nickname_effect = yesgame/common/scripted_effects/00_nickname_effects.txt, line 4328 (2171 lines). No parameters.
set_random_negative_nickname_effect is a scripted effect in Crusader Kings III, written at line 4328 of its file. It takes no parameters: set_random_negative_nickname_effect = yes. The game's script calls it in 2 places, among them ep3_laamp_flavour_ewan.9541 (event) and Slandered (event scheme_critical_moments.1134). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_nickname_effects.txt.
The comment above it in the file
Chooses a random appropriate NEGATIVE nickname and sets it on the scoped character Much looser trigger than generic random nickname effect as it needs to get any that are relevant
What it does
- A negative Nickname for … arises
• 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)
set_random_negative_nickname_effect = {
save_scope_as = nick_recipient
custom_tooltip = receive_slanderous_nickname_tt
hidden_effect = {
random_list = {
100 = {
trigger = {
is_male = yes
OR = {
has_trait = stubborn
has_trait = impatient
has_trait = ambitious
has_trait = arrogant
}
NOR = {
prestige_level >= 3
portrait_shared_clothing_contents_trigger = { # They have a chance to be bald normally; it's not weird or tease-worthy
CULTURE_SCOPE = culture
CULTURE_FLAG = african
}
is_bald_trigger = yes
exists = scope:had_nick_the_actually_bald
}
any_claim = {
tier >= tier_kingdom
}
highest_held_title_tier < tier_kingdom
}
modifier = {
prestige_level < 2
factor = 2
}
set_nickname_effect = {
NICKNAME = nick_the_bald_ironic
}
}
10 = {
trigger = {
is_male = yes
age >= 30
NOR = {
portrait_shared_clothing_contents_trigger = { # They have a chance to be bald normally; it's not weird or tease-worthy
CULTURE_SCOPE = culture
CULTURE_FLAG = african
}
is_bald_trigger = yes
exists = scope:had_nick_the_actually_bald
}
}
modifier = {
add = scope:nick_recipient.age
}
set_nickname_effect = {
NICKNAME = nick_the_actually_bald
}
}
100 = {
trigger = {
NOR = {
has_trait = crusader_king
mpo_has_gok_mongol_empire_trigger = yes
}
NOT = {
any_realm_county = {
culture = scope:nick_recipient.culture
}
}
NOT = {
primary_title ?= {
any_past_holder = {
has_nickname = nick_the_stranger
}
}
}
}
modifier = {
NOT = {
any_realm_county = {
culture = {
cultural_acceptance = { target = scope:nick_recipient.culture value >= 40 }
}
}
}
factor = 2
}
set_nickname_effect = {
NICKNAME = nick_the_stranger
}
}
100 = {
trigger = {
is_playable_character = yes
NOR = {
any_sub_realm_county = {
faith = scope:nick_recipient.faith
}
AND = {
top_liege != this
faith = liege.faith
}
government_has_flag = government_is_theocracy
government_has_flag = government_is_landless_adventurer
}
}
modifier = {
has_trait = zealous
factor = 2
}
set_nickname_effect = {
NICKNAME = nick_the_faith
}
}
100 = {
trigger = {
OR = {
has_trait = deceitful
has_trait = fickle
has_trait = ambitious
has_trait = greedy
has_trait = eccentricAs written in game/common/scripted_effects/00_nickname_effects.txt.
The first 120 of its 2171 lines; the rest is in game/common/scripted_effects/00_nickname_effects.txt from line 4328.
Where it is used
Every place in common/, events/ and history/ that calls set_random_negative_nickname_effect.
Events (2)
- ep3_laamp_flavour_ewan.9541
- Slandered
scheme_critical_moments.1134
Source: game/common/scripted_effects/00_nickname_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.