Scripted trigger
has_any_bastard_trait_trigger
has_any_bastard_trait_trigger = yesgame/common/scripted_triggers/00_bastard_triggers.txt, line 221 (6 lines). No parameters.
has_any_bastard_trait_trigger is a scripted trigger in Crusader Kings III, written at line 221 of its file. It takes no parameters: has_any_bastard_trait_trigger = yes (or no). The game's script calls it in 3 places, among them Chronicler: A Legend Found (event legend_events.0001), adopt_effect (scripted effect) and adventurer_adopt_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_bastard_triggers.txt.
What it checks
One of these
- Has the Trait: Wild Oat
or
has_any_negative_bastard_trait_trigger = 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 (6 lines of game script)
has_any_bastard_trait_trigger = {
OR = {
has_trait = wild_oat
has_any_negative_bastard_trait_trigger = yes
}
}As written in game/common/scripted_triggers/00_bastard_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls has_any_bastard_trait_trigger.
Events (1)
- Chronicler: A Legend Found
legend_events.0001
Scripted effects (2)
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.