Scripted effect
bastard_to_wild_oat_conversion_assimilation_effect
bastard_to_wild_oat_conversion_assimilation_effect = yesgame/common/scripted_effects/00_bastard_effects.txt, line 1262 (22 lines). No parameters.
bastard_to_wild_oat_conversion_assimilation_effect is a scripted effect in Crusader Kings III, written at line 1262 of its file. It takes no parameters: bastard_to_wild_oat_conversion_assimilation_effect = yes. The game's script calls it in 1 place, among them norse_assimilate_local_traditions_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 (22 lines of game script)
bastard_to_wild_oat_conversion_assimilation_effect = {
if = { #If you're a bastard and your new faith says they don't exist!
limit = {
has_trait = bastard
scope:new_faith = { main_rite = { rite_has_parameter = bastards_none } }
trigger_if = { #If you have a highborn parent, then you have to have their dynasty and their faith has to say no to bastards as well! Otherwise we might mess up too many successions...
limit = {
any_parent = {
exists = dynasty
}
}
exists = dynasty
any_parent = {
dynasty = prev.dynasty
rite = { rite_has_parameter = bastards_none }
}
}
}
remove_trait = bastard
add_trait_force_tooltip = wild_oat
}
}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_to_wild_oat_conversion_assimilation_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.