CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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

• 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)

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.

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