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

replace_bastard_trait_based_on_faith_effect

replace_bastard_trait_based_on_faith_effect = yes

game/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

      • Loses the Trait Bastard
      • add_trait_force_tooltip = wild_oat

      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.

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