Scripted effect
replace_bastard_trait_based_on_faith_effect
replace_bastard_trait_based_on_faith_effect = yesgame/common/scripted_effects/00_bastard_effects.txt, line 131 (19 lines). No parameters.
replace_bastard_trait_based_on_faith_effect is a scripted effect in Crusader Kings III, written at line 131 of its file. It takes no parameters: replace_bastard_trait_based_on_faith_effect = yes. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_bastard_effects.txt.
The comment above it in the file
Replaces one bastard-type trait with another as faith changes
What it does
- If has the Trait: Bastard:
If
- Their rite: The rite has There is no such thing as a Bastard. All children are equally Legitimate
Then
Otherwise
add_trait_force_tooltip = bastard
• 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 (19 lines of game script)
replace_bastard_trait_based_on_faith_effect = {
if = {
limit = {
has_trait = bastard
}
if = {
limit = {
rite = {
rite_has_parameter = bastards_none
}
}
remove_trait = bastard
add_trait_force_tooltip = wild_oat
}
else = {
add_trait_force_tooltip = bastard
}
}
}As written in game/common/scripted_effects/00_bastard_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
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.