Scripted trigger
should_mother_give_house_to_bastard_trigger
should_mother_give_house_to_bastard_trigger = yesgame/common/scripted_triggers/00_bastard_triggers.txt, line 3 (49 lines). No parameters.
should_mother_give_house_to_bastard_trigger is a scripted trigger in Crusader Kings III, written at line 3 of its file. It takes no parameters: should_mother_give_house_to_bastard_trigger = yes (or no). The game's script calls it in 2 places, among them set_parent_house_effect (scripted effect) and should_mother_give_house_to_bastard (scripted rules). Patch 1.20.1.2, from game/common/scripted_triggers/00_bastard_triggers.txt.
What it checks
If a check the game hides passes: the same again (1 line)
- Never
Else if a check the game hides passes: the same again (1 line)
- Never
Else if a check the game hides passes: the same again (1 line)
always = yes
Else if
real_father = { is_ruler = yes }- Their mother: Is not a ruler
Then
- Never
Else if
real_father = { is_ruler = no }- Their mother: Is a ruler
Then
always = yes
Else if a check the game hides passes: the same again (1 line)
- Never
Else if
real_father = { … }
Then
always = yes
Otherwise
always = 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 (49 lines of game script)
should_mother_give_house_to_bastard_trigger = {
#Also governs the "should_mother_give_house_to_bastard" scripted rule
trigger_if = {
limit = { NOT = { exists = mother } }
always = no
}
trigger_else_if = {
limit = { NOT = { exists = mother.house } }
always = no
}
trigger_else_if = {
limit = { NOT = { exists = father } }
always = yes
}
trigger_else_if = {
limit = {
real_father = { is_ruler = yes }
mother = { is_ruler = no }
exists = real_father.house
}
always = no
}
trigger_else_if = {
limit = {
real_father = { is_ruler = no }
mother = { is_ruler = yes }
exists = mother.house
}
always = yes
}
trigger_else_if = {
limit = {
mother = { NOT = { exists = house } }
exists = real_father.house
}
always = no
}
trigger_else_if = {
limit = {
real_father = { NOT = { exists = house } }
exists = mother.house
}
always = yes
}
# making the default behavior explicit if no other trigger_(else_)ifs are valid
trigger_else = {
always = 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 should_mother_give_house_to_bastard_trigger.
Scripted effects (1)
Scripted rules (1)
- should_mother_give_house_to_bastard
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.