Scripted effect
stress_replace_personality_trait_with_opposite_effect
stress_replace_personality_trait_with_opposite_effect = { TRAIT = … }game/common/scripted_effects/00_stress_effects.txt, line 457 (263 lines). Parameters: $TRAIT$.
stress_replace_personality_trait_with_opposite_effect is a scripted effect in Crusader Kings III, written at line 457 of its file. A call passes 1 parameter: TRAIT. The game's script calls it in 6 places, among them Mental Break: A Grasp on Power (event stress_threshold_prison.1031), Mental Break: Cruel Games (event stress_threshold_prison.1021) and Mental Break: Ingratitude (event stress_threshold.2001). Patch 1.20.1.2, from game/common/scripted_effects/00_stress_effects.txt.
The comment above it in the file
Removes an existing personality trait and replace it with a 'negative' personality trait (though could conceivably be used with any personality trait). Designed for use in prison or high-stress situations.
What it does
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)
stress_replace_personality_trait_with_opposite_effect = {
if = {
limit = {
flag:$TRAIT$ = flag:lustful
has_trait = chaste
}
remove_trait = chaste
}
else_if = {
limit = {
flag:$TRAIT$ = flag:chaste
has_trait = lustful
}
remove_trait = lustful
}
else_if = {
limit = {
flag:$TRAIT$ = flag:gluttonous
has_trait = temperate
}
remove_trait = temperate
}
else_if = {
limit = {
flag:$TRAIT$ = flag:temperate
has_trait = gluttonous
}
remove_trait = gluttonous
}
else_if = {
limit = {
flag:$TRAIT$ = flag:greedy
has_trait = generous
}
remove_trait = generous
}
else_if = {
limit = {
flag:$TRAIT$ = flag:generous
has_trait = greedy
}
remove_trait = greedy
}
else_if = {
limit = {
flag:$TRAIT$ = flag:lazy
has_trait = diligent
}
remove_trait = diligent
}
else_if = {
limit = {
flag:$TRAIT$ = flag:diligent
has_trait = lazy
}
remove_trait = lazy
}
else_if = {
limit = {
flag:$TRAIT$ = flag:wrathful
has_trait = calm
}
remove_trait = calm
}
else_if = {
limit = {
flag:$TRAIT$ = flag:calm
has_trait = wrathful
}
remove_trait = wrathful
}
else_if = {
limit = {
flag:$TRAIT$ = flag:patient
has_trait = impatient
}
remove_trait = impatient
}
else_if = {
limit = {
flag:$TRAIT$ = flag:impatient
has_trait = patient
}
remove_trait = patient
}
else_if = {
limit = {
flag:$TRAIT$ = flag:arrogant
has_trait = humble
}
remove_trait = humble
}
else_if = {
limit = {
flag:$TRAIT$ = flag:humble
has_trait = arrogant
}
remove_trait = arrogant
}
else_if = {
limit = {
flag:$TRAIT$ = flag:deceitful
has_trait = honest
}
remove_trait = honest
}
else_if = {
limit = {
flag:$TRAIT$ = flag:honest
has_trait = deceitful
}
remove_trait = deceitful
}
else_if = {
limit = {
flag:$TRAIT$ = flag:craven
has_trait = brave
}
remove_trait = brave
}As written in game/common/scripted_effects/00_stress_effects.txt.
The first 120 of its 263 lines; the rest is in game/common/scripted_effects/00_stress_effects.txt from line 457.
Where it is used
Every place in common/, events/ and history/ that calls stress_replace_personality_trait_with_opposite_effect.
Events (6)
- Mental Break: A Grasp on Power
stress_threshold_prison.1031 - Mental Break: Cruel Games
stress_threshold_prison.1021 - Mental Break: Ingratitude
stress_threshold.2001 - Mental Break: Overload
stress_threshold.3201 - Mental Break: Prison Problems
stress_threshold_prison.1001 - Mental Break: The Darkest Corners
stress_threshold_prison.2021
Source: game/common/scripted_effects/00_stress_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.