Scripted effect
restore_inheritance_effect
restore_inheritance_effect = yesgame/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:recipienthas_opinion_modifier = { modifier = disinherited_opinion target = scope:puppet_or_actor }
- Any house member:
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.