Scripted effect · Roads to Power files
noble_family_adoption_effect
noble_family_adoption_effect = { ADOPTEE = … ADOPTER = … }game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 10786 (172 lines). Parameters: $ADOPTEE$, $ADOPTER$.
noble_family_adoption_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 10786 of its file. A call passes 2 parameters: ADOPTEE and ADOPTER. The game's script calls it in 2 places, among them Adopt into House (interaction) and ep3_interactions_events.0400 (event). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
The comment above it in the file
NF Adoption effect
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (120 lines of game script)
noble_family_adoption_effect = {
$ADOPTEE$ = {
if = {
limit = {
exists = house.house_head
}
house.house_head = { #We do this first, otherwise house head will already mean someone else.
if = {
limit = {
$ADOPTER$.culture = { has_cultural_parameter = wider_adoption }
$ADOPTEE$ = {
culture = { has_cultural_parameter = wider_adoption }
NOT = {
any_parent = {
is_alive = yes
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = liege }
}
}
}
}
add_opinion = {
modifier = adopted_my_house_member_opinion
opinion = 25
target = $ADOPTER$
}
}
else = {
add_opinion = {
modifier = adopted_my_house_member_opinion
opinion = -25
target = $ADOPTER$
}
}
if = {
limit = {
has_hook_of_type = {
type = house_head_hook
target = $ADOPTEE$
}
}
remove_hook = {
type = house_head_hook
target = $ADOPTEE$
}
}
}
}
}
$ADOPTER$ = {
if = {
limit = { scope:gold = yes }
pay_short_term_gold = {
target = $ADOPTEE$
gold = $ADOPTER$.minor_gold_value
}
}
if = {
limit = { scope:hook = yes }
use_hook = $ADOPTEE$
}
$ADOPTEE$ = { set_house = $ADOPTER$.house }
# Zealous vassals *hate* you adopting a heretic
house = {
every_house_member = {
custom = every_zealot_house_member_tt
limit = {
ai_zeal >= medium_positive_ai_value
faith = { faith_hostility_level = { target = $ADOPTEE$.faith value >= faith_astray_level } }
NOT = { this = $ADOPTER$ }
}
add_opinion = {
modifier = adopted_new_house_member_opinion
opinion = -20
target = $ADOPTER$
}
}
every_house_member = {
custom = every_close_family_house_member_tt
limit = {
NOT = { this = $ADOPTER$ }
is_close_family_of = $ADOPTER$
NAND = {
ai_zeal >= medium_positive_ai_value
faith = { faith_hostility_level = { target = $ADOPTEE$.faith value >= faith_astray_level } }
}
NAND = {
$ADOPTER$.culture = { has_cultural_parameter = wider_adoption }
$ADOPTEE$ = {
culture = { has_cultural_parameter = wider_adoption }
NOT = {
any_parent = {
is_alive = yes
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = liege }
}
}
}
}
}
add_opinion = {
modifier = adopted_new_house_member_opinion
opinion = -10
target = $ADOPTER$
}
}
}
}
$ADOPTEE$ = {
#adopted should travel
if = {
limit = { exists = $ADOPTER$.capital_province }
$ADOPTER$.capital_province = { save_scope_as = destination_province }
}
else_if = {
limit = { exists = $ADOPTER$.host.capital_province }
$ADOPTER$.host.capital_province = { save_scope_as = destination_province }
}
else_if = {
limit = { exists = $ADOPTER$.domicile.domicile_location }
$ADOPTER$.domicile.domicile_location = { save_scope_as = destination_province }
}As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
The first 120 of its 172 lines; the rest is in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt from line 10786.
Where it is used
Every place in common/, events/ and history/ that calls noble_family_adoption_effect.
Character interactions (1)
Events (1)
Source: game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.