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

bastard_pregnancy_mother_announcement_effect

bastard_pregnancy_mother_announcement_effect = yes

game/common/scripted_effects/00_bastard_effects.txt, line 497 (206 lines). No parameters.

bastard_pregnancy_mother_announcement_effect is a scripted effect in Crusader Kings III, written at line 497 of its file. It takes no parameters: bastard_pregnancy_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

• 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_mother_announcement_effect = {
	hidden_effect = {
		if = {
			limit = {
				NOT = { has_trait = pregnant }
			}
			add_trait_force_tooltip = pregnant
		}
	}
	# Could build an event target list instead, and use it to fire a first_valid on_action where all the events have triggers inside them so that only one event will fire for any given character

	scope:mother = {
		set_known_bastard_on_pregnancy = yes
		add_character_flag = {
			flag = pregnancy_real_father_of_bastard_is_known_flag
			months = 9
		}
		trigger_event = {
			id = pregnancy.6001
			days = 3
		}
	}
	scope:real_father = {
		trigger_event = {
			id = pregnancy.6002
			days = 3
		}
	}
	if = {
		limit = {
			scope:mother = { is_married = yes }
		}
		scope:mother = {
			every_spouse = {
				if = {
					limit = { accepts_adultery_without_penalty_trigger = yes }
					trigger_event = {
						id = pregnancy.6999
						days = 3
					}
				}
				else = {
					trigger_event = {
						id = pregnancy.6003
						days = 3
					}
				}
			}
		}
	
	}


	scope:mother = {
		every_parent = {
			limit = {
				is_ai = no # No need to send pure notifications to AI
				NOR = {
					this = scope:mother
					this = scope:real_father
				}
				trigger_if = {
					limit = { exists = scope:father }
					this != scope:father
				}
				accepts_adultery_without_penalty_trigger = no
			}
			add_to_list = mother_family_list
			trigger_event = {
				id = pregnancy.6004
				days = 3
			}
		}
		every_child = {
			limit = {
				is_ai = no # No need to send pure notifications to AI
				NOR = {
					this = scope:mother
					this = scope:real_father
				}
				trigger_if = {
					limit = {
						exists = scope:father
					}
					this != scope:father
				}
				accepts_adultery_without_penalty_trigger = no
			}
			add_to_list = mother_family_list
			trigger_event = {
				id = pregnancy.6004
				days = 3
			}
		}
		every_sibling = {
			limit = {
				is_ai = no # No need to send pure notifications to AI
				NOR = {
					this = scope:mother
					this = scope:real_father
				}
				trigger_if = {
					limit = {
						exists = scope:father
					}
					this != scope:father
				}
				accepts_adultery_without_penalty_trigger = no
			}
			add_to_list = mother_family_list
			trigger_event = {
				id = pregnancy.6004
				days = 3
			}
		}
	}
	scope:real_father = {
		if = {
			limit = { exists = primary_partner }
			primary_partner = {

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

The first 120 of its 206 lines; the rest is in game/common/scripted_effects/00_bastard_effects.txt from line 497.

Where it is used

Every place in common/, events/ and history/ that calls bastard_pregnancy_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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