Scripted trigger
bastard_secret_is_criminal
bastard_secret_is_criminal = { PARTICIPANT = … TARGET = … }game/common/scripted_triggers/00_bastard_triggers.txt, line 95 (28 lines). Parameters: $PARTICIPANT$, $TARGET$.
bastard_secret_is_criminal is a scripted trigger in Crusader Kings III, written at line 95 of its file. A call passes 2 parameters: PARTICIPANT and TARGET. The game's script calls it in 3 places, among them bastard_secret_is_shunned (scripted trigger), Child's Heritage (secret types) and Disputed Heritage (secret types). Patch 1.20.1.2, from game/common/scripted_triggers/00_bastard_triggers.txt.
What it checks
$TARGET$ = { save_temporary_scope_as = criminal_bastard }$PARTICIPANT$ = { save_temporary_scope_as = criminal_participant }One of these
scope:criminal_participant:Not all of these
- Government uses the Mandala Capital Temple Complex Great Project and Great Building
- Their house:
has_house_aspiration_parameter = aspect_of_creation
is_house_head = yes
One of these
trait_is_criminal_in_rite_trigger = { RITE = rite TRAIT = trait:adulterer GENDER_CHARACTER = scope:criminal_participant }or
Any liege or above:trait_is_criminal_in_rite_trigger = { RITE = rite TRAIT = trait:adulterer GENDER_CHARACTER = scope:criminal_participant }
• 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 (28 lines of game script)
bastard_secret_is_criminal = {
$TARGET$ = { save_temporary_scope_as = criminal_bastard }
$PARTICIPANT$ = { save_temporary_scope_as = criminal_participant }
OR = {
#Adultery of parent is criminal
scope:criminal_participant = {
NAND = {
government_has_flag = government_is_mandala
house ?= { has_house_aspiration_parameter = aspect_of_creation }
is_house_head = yes
}
OR = {
trait_is_criminal_in_rite_trigger = {
RITE = rite
TRAIT = trait:adulterer
GENDER_CHARACTER = scope:criminal_participant
}
any_liege_or_above = {
trait_is_criminal_in_rite_trigger = {
RITE = rite
TRAIT = trait:adulterer
GENDER_CHARACTER = scope:criminal_participant
}
}
}
}
}
}As written in game/common/scripted_triggers/00_bastard_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls bastard_secret_is_criminal.
Scripted triggers (1)
Secret types (2)
- Child's Heritage
- Disputed Heritage
Source: game/common/scripted_triggers/00_bastard_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.