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

allow_naming_on_birth_of_child_trigger

allow_naming_on_birth_of_child_trigger = { CHILD = … }

game/common/scripted_triggers/00_birth_triggers.txt, line 13 (46 lines). Parameters: $CHILD$.

allow_naming_on_birth_of_child_trigger is a scripted trigger in Crusader Kings III, written at line 13 of its file. A call passes 1 parameter: CHILD. The game's script calls it in 13 places, among them birth.0001 (event), Cradled by Death (event birth.3011) and Cradled by Death (event birth.3012). Patch 1.20.1.2, from game/common/scripted_triggers/00_birth_triggers.txt.

What it checks

  • Is played by a person
  • is_close_family_of = $CHILD$
  • One of these

    • NOT = { $CHILD$ = { … } }
    • or

      All of these

      • $CHILD$ = { … }
      • One of these

        • All of these

          • dynasty = $CHILD$.dynasty
          • $CHILD$ = { … }
        • or

          All of these

          • $CHILD$ = { … }
          • One of these

            • $CHILD$.mother.dynasty = $CHILD$.father.dynasty
            • or

              NOT = { $CHILD$.mother.dynasty = $CHILD$.dynasty }
            • or

              NOT = { $CHILD$.father.dynasty = $CHILD$.dynasty }

• 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 (46 lines of game script)
allow_naming_on_birth_of_child_trigger = {
	save_temporary_scope_as = naming_parent
	exists = $CHILD$
	is_ai = no
	is_close_family_of = $CHILD$
	OR = {
		#I am the only player parent of child
		NOT = {
			$CHILD$ = {
				any_parent = {
					is_ai = no
					this != scope:naming_parent
				}
			}
		}
		#I am the best player to name this child
		AND = {
			$CHILD$ = { #There are two player parents
				exists = father
				exists = mother
				NOT = { any_parent = { is_ai = yes } }
			}
			OR = {
				AND = { #They are of my dynasty, not theirs
					dynasty = $CHILD$.dynasty
					$CHILD$ = {
						any_parent = {
							this != scope:naming_parent
							NOT = { dynasty = $CHILD$.dynasty }
						}
					}
				}
				AND = { #I am their mother, and parents are of same dynasty/neither has baby's dynasty
					$CHILD$ = { mother = { this = scope:naming_parent } }
					OR = {
						$CHILD$.mother.dynasty = $CHILD$.father.dynasty
						NOR = {
							$CHILD$.mother.dynasty = $CHILD$.dynasty
							$CHILD$.father.dynasty = $CHILD$.dynasty
						}
					}
				}
			}
		}
	}
}

As written in game/common/scripted_triggers/00_birth_triggers.txt.

Where it is used

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

Events (11)

5 more

Scripted triggers inside an event file (1)

  • allow_naming_on_birth_of_dynasty_child_trigger

Scripted rules (1)

  • can_name_after_birth

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

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