CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

bastard_pregnancy_married_mother_announcement_effect

bastard_pregnancy_married_mother_announcement_effect = yes

game/common/scripted_effects/00_bastard_effects.txt, line 705 (121 lines). No parameters.

bastard_pregnancy_married_mother_announcement_effect is a scripted effect in Crusader Kings III, written at line 705 of its file. It takes no parameters: bastard_pregnancy_married_mother_announcement_effect = yes. The game's script calls it in 1 place, among them bastardy_pregnancy_announcement_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_bastard_effects.txt.

What it does

  • scope:mother:
    • set_known_bastard_on_pregnancy = yes
    • If

      a check the game hides

      Then

  • scope:father:
  • scope:real_father:
    • If

      a check the game hides

      Then

    • If

      a check the game hides

      Then

      • primary_partner = { … }
  • Every in list: Event secret_bastard.0012 (after 1 days)

• 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)
bastard_pregnancy_married_mother_announcement_effect = {
	save_scope_as = secret_exposer
	add_to_temporary_list = notified_of_bastardy
	scope:mother.pregnancy_assumed_father = {
		save_scope_as = father
	}
	scope:mother.pregnancy_real_father = {
		save_scope_as = real_father
	}

	scope:mother = {
		add_character_flag = {
			flag = pregnancy_real_father_of_bastard_is_known_flag
			months = 8
		}
		set_known_bastard_on_pregnancy = yes

		if = {
			limit = {
				NOT = { is_in_list = notified_of_bastardy }
			}
			trigger_event = {
				id = secret_bastard.0010
				days = 1
			}
			add_to_temporary_list = notified_of_bastardy
		}
	}
	scope:father = {
		if = {
			limit = {
				NOT = { is_in_list = notified_of_bastardy }
			}
			trigger_event = {
				id = secret_bastard.0011
				days = 1
			}
			add_to_temporary_list = notified_of_bastardy
		}
	}
	scope:real_father = {
		if = {
			limit = {
				NOT = { is_in_list = notified_of_bastardy }
			}
			trigger_event = {
				id = secret_bastard.0013
				days = 1
			}
			add_to_temporary_list = notified_of_bastardy
		}
		add_to_temporary_list = notified_of_bastardy

		if = {
			limit = {
				exists = primary_partner
			}
			primary_partner = {
				if = {
					limit = {
						NOT = { is_in_list = notified_of_bastardy }
					}
					trigger_event = {
						id = secret_bastard.0014
						days = 1
					}
					add_to_temporary_list = notified_of_bastardy
				}
			}
		}
	}
	scope:mother = {
		every_close_or_extended_family_member = {
			limit = {
				NOT = { is_in_list = notified_of_bastardy }
				
			}
			add_to_temporary_list = to_be_notified_of_bastardy
		}
		if = {
			limit = {
				is_playable_character = yes
				liege ?= { NOT = { is_in_list = notified_of_bastardy } }
			}
			liege = {
				add_to_temporary_list = to_be_notified_of_bastardy
			}
		}
	}
	scope:real_father = {
		every_close_family_member = {
			limit = {
				NOT = { is_in_list = notified_of_bastardy }
				
			}
			add_to_temporary_list = to_be_notified_of_bastardy
		}
	}
	scope:father = {
		every_close_family_member = {
			limit = {
				NOT = { is_in_list = notified_of_bastardy }
				
			}
			add_to_temporary_list = to_be_notified_of_bastardy
		}
	}

	every_in_list = {
		list = to_be_notified_of_bastardy
		limit = {
			NOT = { is_in_list = notified_of_bastardy }
		}
		trigger_event = {
			id = secret_bastard.0012
			days = 1
		}

		add_to_temporary_list = notified_of_bastardy
	}

As written in game/common/scripted_effects/00_bastard_effects.txt.

The first 120 of its 121 lines; the rest is in game/common/scripted_effects/00_bastard_effects.txt from line 705.

Where it is used

Every place in common/, events/ and history/ that calls bastard_pregnancy_married_mother_announcement_effect.

Source: game/common/scripted_effects/00_bastard_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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