Scripted effect
save_my_known_father_effect
save_my_known_father_effect = yesgame/common/scripted_effects/00_secret_effects.txt, line 2437 (30 lines). No parameters.
save_my_known_father_effect is a scripted effect in Crusader Kings III, written at line 2437 of its file. It takes no parameters: save_my_known_father_effect = yes. The game's script calls it in 2 places, among them Child's Heritage (secret types) and Disputed Heritage (secret types). Patch 1.20.1.2, from game/common/scripted_effects/00_secret_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (30 lines of game script)
save_my_known_father_effect = {
if = {
limit = {
exists = this.father
NOT = {
any_known_secret = {
secret_target = prev
OR = {
secret_type = secret_disputed_heritage
secret_type = secret_unmarried_illegitimate_child
}
}
}
}
scope:father = { save_scope_as = known_father }
}
else_if = {
limit = {
exists = this.real_father
any_known_secret = {
secret_target = prev
OR = {
secret_type = secret_disputed_heritage
secret_type = secret_unmarried_illegitimate_child
}
}
}
scope:real_father = { save_scope_as = known_father }
}
}As written in game/common/scripted_effects/00_secret_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls save_my_known_father_effect.
Secret types (2)
- Child's Heritage
- Disputed Heritage
Source: game/common/scripted_effects/00_secret_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.