Scripted effect
set_parent_house_effect
set_parent_house_effect = yesgame/common/scripted_effects/00_bastard_effects.txt, line 16 (23 lines). No parameters.
set_parent_house_effect is a scripted effect in Crusader Kings III, written at line 16 of its file. It takes no parameters: set_parent_house_effect = yes. The game's script calls it in 3 places, among them on_birth_child (on action), secret_exposed_owner_effects_effect (scripted effect) and Child's Heritage (secret types). Patch 1.20.1.2, from game/common/scripted_effects/00_bastard_effects.txt.
The comment above it in the file
Sets the correct "parent house" for a known bastard
What it does
- If under 6 years old:
Else if
a check the game hides
Then
set_house = father.house
Otherwise
set_to_lowborn = yes
• 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 (23 lines of game script)
set_parent_house_effect = {
if = {
limit = {
age < bastard_legitimacy_change_cutoff_age
}
if = {
limit = {
should_mother_give_house_to_bastard_trigger = yes
}
set_house = mother.house
}
else_if = {
limit = {
exists = father
exists = father.house
}
set_house = father.house
}
else = {
set_to_lowborn = yes
}
}
}As written in game/common/scripted_effects/00_bastard_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls set_parent_house_effect.
On actions (the game's own hooks) (1)
- on_birth_child
Scripted effects (1)
Secret types (1)
- Child's Heritage
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.