Scripted effect
remove_all_bastard_traits
remove_all_bastard_traits = yesgame/common/scripted_effects/00_bastard_effects.txt, line 1310 (26 lines). No parameters.
remove_all_bastard_traits is a scripted effect in Crusader Kings III, written at line 1310 of its file. It takes no parameters: remove_all_bastard_traits = yes. The game's script calls it in 2 places, among them adopt_effect (scripted effect) and adventurer_adopt_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_bastard_effects.txt.
The comment above it in the file
Removes all bastard traits
What it does
- If has the Trait: Wild Oat: Loses the Trait Wild Oat
- If has the Trait: Bastard: Loses the Trait Bastard
- If has the Trait: Legitimized Bastard: Loses the Trait Legitimized Bastard
- If has the Trait: Disputed Heritage: Loses the Trait Disputed Heritage
• 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 (26 lines of game script)
remove_all_bastard_traits = {
if = {
limit = {
has_trait = wild_oat
}
remove_trait = wild_oat
}
if = {
limit = {
has_trait = bastard
}
remove_trait = bastard
}
if = {
limit = {
has_trait = legitimized_bastard
}
remove_trait = legitimized_bastard
}
if = {
limit = {
has_trait = disputed_heritage
}
remove_trait = disputed_heritage
}
}As written in game/common/scripted_effects/00_bastard_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls remove_all_bastard_traits.
Scripted effects (2)
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.