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

bastard_to_wild_oat_conversion_assimilation_effect

bastard_to_wild_oat_conversion_assimilation_effect = yes

game/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

  • If

    • Has the Trait: Bastard
    • scope:new_faith:
      • main_rite = { rite_has_parameter = bastards_none }
    • If any parent › Any parent:
      • dynasty = prev.dynasty
      • Their rite: The rite has There is no such thing as a Bastard. All children are equally Legitimate

    Then

    • Loses the Trait Bastard
    • add_trait_force_tooltip = wild_oat

• 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.

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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