Scripted effect · Wards and Wardens files
adventurer_adopt_effect
adventurer_adopt_effect = { ADOPTER = … CHILD = … }game/common/scripted_effects/05_dlc_bp2_effects.txt, line 1382 (157 lines). Parameters: $ADOPTER$, $CHILD$.
adventurer_adopt_effect is a scripted effect in Crusader Kings III, in the Wards and Wardens files, written at line 1382 of its file. A call passes 2 parameters: ADOPTER and CHILD. The game's script calls it in 2 places, among them Adopt as Successor (interaction) and adoption.0002 (event). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/05_dlc_bp2_effects.txt.
The comment above it in the file
Adventurer Adoption effect
What it does
$ADOPTER$ = { … }scope:adoptee:- If any relation:
remove_guardian_effect = { … }
If
NOT = { scope:destination_province = scope:adoptee.location }
Then
- Sets out on a journey (a travel plan)
- … must first Travel to … court
If
scope:adopter:has_blood_brother = yes- Any relation:
NOT = { is_close_family_of = scope:adoptee }
Then
- If any relation:
• 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)
adventurer_adopt_effect = {
$CHILD$ = { save_scope_as = adoptee }
$ADOPTER$ = {
save_scope_as = adopter
hidden_effect = { adopt = scope:adoptee }
scope:adoptee = {
if = {
limit = { exists = scope:adopter.house }
hidden_effect = {
set_house = scope:adopter.house
found_cadet_house_decision_effect = {
CHARACTER = scope:recipient
PRESTIGE = 0
}
}
custom_tooltip = adventurer_adoption_child_tt
}
# Remove bastard traits
if = {
limit = {
has_any_bastard_trait_trigger = yes
}
remove_all_bastard_traits = yes
}
# Remove disinherited if you're the house head.
if = {
limit = {
scope:adopter.house.house_head = scope:adopter
has_trait = disinherited
}
remove_trait = disinherited
}
}
# Your other children hate this
every_child = {
custom = every_non_content_child
add_opinion = {
modifier = angry_opinion
opinion = -20
target = scope:adopter
}
}
# Player heirs *hate* you adopting someone to be your new heir
if = {
limit = {
exists = player_heir
OR = {
player_heir.age < scope:adoptee.age
player_heir = { has_trait = ambitious }
}
NOR = {
player_heir = { has_trait = humble }
player_heir = { has_trait = content }
player_heir = { has_trait = forgiving }
}
}
player_heir = {
progress_towards_rival_effect = {
CHARACTER = scope:adopter
REASON = rival_adopted_another_heir
OPINION = default_rival_opinion
}
set_relation_rival = {
target = scope:adoptee
reason = rival_stole_my_throne
}
}
}
# PAM Adoptionism personal tenet: spiritual fulfillment when you adopt a character
if = {
limit = { has_personal_tenet_flag = tenet_adoptionism_sp_on_adopt }
send_interface_toast = {
type = event_generic_good
title = pam_adoptionism_adopt_sp_toast
left_icon = scope:adoptee
right_icon = scope:adopter
add_piety = medium_piety_gain
change_spiritual_fulfillment = medium_spiritual_fulfillment_value
}
}
}
#adopted child should travel to new parent
scope:adoptee = {
if = {
limit = { exists = scope:adopter.capital_province } # Ward heads to landed Guardian
scope:adopter.capital_province = { save_scope_as = destination_province }
}
else_if = { # Ward heads to Guardian's host
limit = { exists = scope:adopter.host.capital_province }
scope:adopter.host.capital_province = { save_scope_as = destination_province }
}
else = {
scope:adopter.location = { save_scope_as = destination_province }
}
save_scope_as = adoptee
scope:adopter = {
save_scope_as = adopter
}
if = {
limit = {
any_relation = {
type = guardian
NOT = { this = scope:adopter }
}
}
random_relation = {
type = guardian
limit = { NOT = { this = scope:adopter } }
save_scope_as = old_guardian
}
remove_guardian_effect = {
GUARDIAN = scope:old_guardian
WARD = scope:adoptee
RETURN_WARD = no
HIDE_OPINION = no
}
}
if = {
limit = { NOT = { scope:destination_province = scope:adoptee.location } }
set_variable = {As written in game/common/scripted_effects/05_dlc_bp2_effects.txt.
The first 120 of its 157 lines; the rest is in game/common/scripted_effects/05_dlc_bp2_effects.txt from line 1382.
Where it is used
Every place in common/, events/ and history/ that calls adventurer_adopt_effect.
Character interactions (1)
Events (1)
Source: game/common/scripted_effects/05_dlc_bp2_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.