CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

restore_inheritance_effect

restore_inheritance_effect = yes

game/common/scripted_effects/00_interaction_effects.txt, line 1762 (69 lines). No parameters.

restore_inheritance_effect is a scripted effect in Crusader Kings III, written at line 1762 of its file. It takes no parameters: restore_inheritance_effect = yes. The game's script calls it in 1 place, among them Restore Inheritance (interaction). Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.

What it does

  • Loses the Trait Disinherited
  • If

    • has_opinion_modifier = { modifier = disinherited_opinion target = scope:puppet_or_actor }

    Then

    • remove_opinion = { modifier = disinherited_opinion target = scope:puppet_or_actor }
    • Their house:
      • If

        • None of these

          • Any house member:
            • this != scope:recipient
            • has_opinion_modifier = { modifier = disinherited_opinion target = scope:puppet_or_actor }

        Then

        • All house members of …:
          • remove_opinion = { modifier = disinherited_house_member_opinion target = scope:puppet_or_actor single = yes }

    Otherwise

    • If

      a check the game hides

      Then

      • Opinion: Restored Inheritance
    • Their house › All house members of …: Opinion: Restored a House Member Inheritance

• 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 (69 lines of game script)
restore_inheritance_effect = {
	remove_trait = disinherited
	if = {
		limit = {
			has_opinion_modifier = {
				modifier = disinherited_opinion
				target = scope:puppet_or_actor
			}
		}
		remove_opinion = {
			modifier = disinherited_opinion
			target = scope:puppet_or_actor
		}
		house = {
			if = {
				limit = {
					NOT = {
						any_house_member = {
							this != scope:recipient
							has_opinion_modifier = {
								modifier = disinherited_opinion
								target = scope:puppet_or_actor
							}
						}
					}
				}
				every_house_member = {
					custom = all_house_members
					remove_opinion = {
						modifier = disinherited_house_member_opinion
						target = scope:puppet_or_actor
						single = yes
					}
				}
			}
		}
	}
	else = {
		if = {
			limit = {
				this != scope:puppet_or_actor
			}
			add_opinion = {
				modifier = restored_inheritance_opinion
				target = scope:puppet_or_actor
			}
		}
		house = {
			every_house_member = {
				limit = {
					this != scope:recipient
					this != scope:puppet_or_actor
				}
				custom = all_house_members
				add_opinion = {
					modifier = restored_house_member_inheritance_opinion
					target = scope:puppet_or_actor
				}
			}
		}
	}
	#Remove nithing status, if applicable.
	hidden_effect = {
		if = {
			limit = { has_character_modifier = nithing_fp1_modifier }
			remove_character_modifier = nithing_fp1_modifier
		}
	}
}

As written in game/common/scripted_effects/00_interaction_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls restore_inheritance_effect.

Character interactions (1)

Source: game/common/scripted_effects/00_interaction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

Spotted a mistake on this page?