Scripted effect
stress_unimprisoned_remove_ordered_personality_trait_effect
stress_unimprisoned_remove_ordered_personality_trait_effect = yesgame/common/scripted_effects/00_stress_effects.txt, line 866 (142 lines). No parameters.
stress_unimprisoned_remove_ordered_personality_trait_effect is a scripted effect in Crusader Kings III, written at line 866 of its file. It takes no parameters: stress_unimprisoned_remove_ordered_personality_trait_effect = yes. The game's script calls it in 1 place, among them stress_replace_personality_trait_with_opposite_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_stress_effects.txt.
The comment above it in the file
Removes one personality trait from a character, ordered based on what makes more sense for a character to lose while not in prison.
What it does
- If has the Trait: Ambitious: Loses the Trait Ambitious
- Else, if has the Trait: Just: Loses the Trait Just
- Else, if has the Trait: Brave: Loses the Trait Brave
- Else, if has the Trait: Diligent: Loses the Trait Diligent
- Else, if has the Trait: Gregarious: Loses the Trait Gregarious
- Else, if has the Trait: Zealous: Loses the Trait Zealous
- Else, if has the Trait: Calm: Loses the Trait Calm
- Else, if has the Trait: Temperate: Loses the Trait Temperate
- Else, if has the Trait: Generous: Loses the Trait Generous
- Else, if has the Trait: Compassionate: Loses the Trait Compassionate
- Else, if has the Trait: Forgiving: Loses the Trait Forgiving
- Else, if has the Trait: Honest: Loses the Trait Honest
- Else, if has the Trait: Content: Loses the Trait Content
- Else, if has the Trait: Patient: Loses the Trait Patient
- Else, if has the Trait: Trusting: Loses the Trait Trusting
- Else, if has the Trait: Arrogant: Loses the Trait Arrogant
- Else, if has the Trait: Impatient: Loses the Trait Impatient
- Else, if has the Trait: Stubborn: Loses the Trait Stubborn
- Else, if has the Trait: Fickle: Loses the Trait Fickle
- Else, if has the Trait: Lustful: Loses the Trait Lustful
- Else, if has the Trait: Gluttonous: Loses the Trait Gluttonous
- Else, if has the Trait: Greedy: Loses the Trait Greedy
- Else, if has the Trait: Chaste: Loses the Trait Chaste
- Else, if has the Trait: Shy: Loses the Trait Shy
- Else, if has the Trait: Deceitful: Loses the Trait Deceitful
- Else, if has the Trait: Cynical: Loses the Trait Cynical
- Else, if has the Trait: Lazy: Loses the Trait Lazy
- Else, if has the Trait: Humble: Loses the Trait Humble
- Else, if has the Trait: Wrathful: Loses the Trait Wrathful
- Else, if has the Trait: Callous: Loses the Trait Callous
- Else, if has the Trait: Vengeful: Loses the Trait Vengeful
- Else, if has the Trait: Sadistic: Loses the Trait Sadistic
- Else, if has the Trait: Arbitrary: Loses the Trait Arbitrary
- Else, if has the Trait: Paranoid: Loses the Trait Paranoid
- Else, if has the Trait: Craven: Loses the Trait Craven
• 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_unimprisoned_remove_ordered_personality_trait_effect = {
if = {
limit = { has_trait = ambitious }
remove_trait = ambitious
}
else_if = {
limit = { has_trait = just }
remove_trait = just
}
else_if = {
limit = { has_trait = brave }
remove_trait = brave
}
else_if = {
limit = { has_trait = diligent }
remove_trait = diligent
}
else_if = {
limit = { has_trait = gregarious }
remove_trait = gregarious
}
else_if = {
limit = { has_trait = zealous }
remove_trait = zealous
}
else_if = {
limit = { has_trait = calm }
remove_trait = calm
}
else_if = {
limit = { has_trait = temperate }
remove_trait = temperate
}
else_if = {
limit = { has_trait = generous }
remove_trait = generous
}
else_if = {
limit = { has_trait = compassionate }
remove_trait = compassionate
}
else_if = {
limit = { has_trait = forgiving }
remove_trait = forgiving
}
else_if = {
limit = { has_trait = honest }
remove_trait = honest
}
else_if = {
limit = { has_trait = content }
remove_trait = content
}
else_if = {
limit = { has_trait = patient }
remove_trait = patient
}
else_if = {
limit = { has_trait = trusting }
remove_trait = trusting
}
else_if = {
limit = { has_trait = arrogant }
remove_trait = arrogant
}
else_if = {
limit = { has_trait = impatient }
remove_trait = impatient
}
else_if = {
limit = { has_trait = stubborn }
remove_trait = stubborn
}
else_if = {
limit = { has_trait = fickle }
remove_trait = fickle
}
else_if = {
limit = { has_trait = lustful }
remove_trait = lustful
}
else_if = {
limit = { has_trait = gluttonous }
remove_trait = gluttonous
}
else_if = {
limit = { has_trait = greedy }
remove_trait = greedy
}
else_if = {
limit = { has_trait = chaste }
remove_trait = chaste
}
else_if = {
limit = { has_trait = shy }
remove_trait = shy
}
else_if = {
limit = { has_trait = deceitful }
remove_trait = deceitful
}
else_if = {
limit = { has_trait = cynical }
remove_trait = cynical
}
else_if = {
limit = { has_trait = lazy }
remove_trait = lazy
}
else_if = {
limit = { has_trait = humble }
remove_trait = humble
}
else_if = {
limit = { has_trait = wrathful }
remove_trait = wrathful
}
else_if = {
limit = { has_trait = callous }
remove_trait = callousAs written in game/common/scripted_effects/00_stress_effects.txt.
The first 120 of its 142 lines; the rest is in game/common/scripted_effects/00_stress_effects.txt from line 866.
Where it is used
Every place in common/, events/ and history/ that calls stress_unimprisoned_remove_ordered_personality_trait_effect.
Scripted effects (1)
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.