Scripted effect
bastard_pregnancy_unmarried_mother_announcement_effect
bastard_pregnancy_unmarried_mother_announcement_effect = yesgame/common/scripted_effects/00_bastard_effects.txt, line 827 (92 lines). No parameters.
bastard_pregnancy_unmarried_mother_announcement_effect is a scripted effect in Crusader Kings III, written at line 827 of its file. It takes no parameters: bastard_pregnancy_unmarried_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- Event secret_bastard.1000 (after 1 days)
scope:real_father:- Event secret_bastard.1003 (after 1 days)
- If married › Their spouse: Event secret_bastard.1004 (after 1 days)
- scope:mother › Every Parent: Event secret_bastard.1001 (after 1 days)
- Every in list: Event secret_bastard.1002 (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 (92 lines of game script)
bastard_pregnancy_unmarried_mother_announcement_effect = {
save_scope_as = secret_exposer
scope:mother.pregnancy_real_father = {
save_scope_as = real_father
}
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 = secret_bastard.1000
days = 1
}
add_to_temporary_list = notified_of_bastardy
}
scope:real_father = {
trigger_event = {
id = secret_bastard.1003
days = 1
}
add_to_temporary_list = notified_of_bastardy
if = {
limit = {
is_married = yes
}
primary_spouse = {
trigger_event = {
id = secret_bastard.1004
days = 1
}
add_to_temporary_list = notified_of_bastardy
}
}
}
scope:mother = {
every_parent = {
limit = {
NOT = { is_in_list = notified_of_bastardy }
}
trigger_event = {
id = secret_bastard.1001
days = 1
}
add_to_temporary_list = notified_of_bastardy
}
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_or_extended_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.1002
days = 1
}
add_to_temporary_list = notified_of_bastardy
}
}As written in game/common/scripted_effects/00_bastard_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls bastard_pregnancy_unmarried_mother_announcement_effect.
Scripted effects (1)
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.