Scripted effect
add_adulterer_trait_or_nothing_effect
add_adulterer_trait_or_nothing_effect = yesgame/common/scripted_effects/00_secret_effects.txt, line 363 (27 lines). No parameters.
add_adulterer_trait_or_nothing_effect is a scripted effect in Crusader Kings III, written at line 363 of its file. It takes no parameters: add_adulterer_trait_or_nothing_effect = yes. The game's script calls it in 1 place, among them add_adulterer_fornicator_trait_or_nothing_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_secret_effects.txt.
What it does
- If available:
If
is_male = yes
Then
If
NOT = { knows_doctrine = doctrine_adultery_men_accepted }
Then
add_known_doctrine = doctrine_adultery_men_accepted
Otherwise
If
NOT = { knows_doctrine = doctrine_adultery_women_accepted }
Then
add_known_doctrine = doctrine_adultery_women_accepted
If
- Is married
trait_is_shunned_or_criminal_in_my_or_lieges_rite_trigger = { TRAIT = trait:adulterer GENDER_CHARACTER = scope:adulterer_check }
Then
add_trait_force_tooltip = adulterershunned_or_criminal_sf_impact_effect = { TRAIT = trait:adulterer }
• 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 (27 lines of game script)
add_adulterer_trait_or_nothing_effect = {
save_scope_as = adulterer_check
if = {
limit = { is_available_quick = { advanced_ruler = yes } }
if = {
limit = { is_male = yes }
if = {
limit = { NOT = { knows_doctrine = doctrine_adultery_men_accepted } }
add_known_doctrine = doctrine_adultery_men_accepted
}
}
else = {
if = {
limit = { NOT = { knows_doctrine = doctrine_adultery_women_accepted } }
add_known_doctrine = doctrine_adultery_women_accepted
}
}
}
if = {
limit = {
is_married = yes
trait_is_shunned_or_criminal_in_my_or_lieges_rite_trigger = { TRAIT = trait:adulterer GENDER_CHARACTER = scope:adulterer_check }
}
add_trait_force_tooltip = adulterer
shunned_or_criminal_sf_impact_effect = { TRAIT = trait:adulterer }
}
}As written in game/common/scripted_effects/00_secret_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls add_adulterer_trait_or_nothing_effect.
Scripted effects (1)
Source: game/common/scripted_effects/00_secret_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.