Scripted effect
reduce_partition_succession_law_effect
reduce_partition_succession_law_effect = yesgame/common/scripted_effects/00_title_effects.txt, line 16 (20 lines). No parameters.
reduce_partition_succession_law_effect is a scripted effect in Crusader Kings III, written at line 16 of its file. It takes no parameters: reduce_partition_succession_law_effect = yes. The game's script calls it in 1 place, among them chancellor_task.3104 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_title_effects.txt.
What it does
- If has the Primogeniture Law: Adopts the High Partition Law
- Else, if has the High Partition Law: Adopts the Partition Law
- Else, if has the Partition Law: Adopts the Confederate Partition Law
• 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 (20 lines of game script)
reduce_partition_succession_law_effect = {
if = {
limit = {
has_realm_law = single_heir_succession_law
}
add_realm_law = high_partition_succession_law
}
else_if = {
limit = {
has_realm_law = high_partition_succession_law
}
add_realm_law = partition_succession_law
}
else_if = {
limit = {
has_realm_law = partition_succession_law
}
add_realm_law = confederate_partition_succession_law
}
}As written in game/common/scripted_effects/00_title_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls reduce_partition_succession_law_effect.
Events (1)
Source: game/common/scripted_effects/00_title_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.