Scripted trigger
can_change_partition_succession_law_trigger
can_change_partition_succession_law_trigger = yesgame/common/scripted_triggers/00_legal_triggers.txt, line 123 (18 lines). No parameters.
can_change_partition_succession_law_trigger is a scripted trigger in Crusader Kings III, written at line 123 of its file. It takes no parameters: can_change_partition_succession_law_trigger = yes (or no). The game's script calls it in 3 places, among them Confederate Partition (law), High Partition (law) and Partition (law). Patch 1.20.1.2, from game/common/scripted_triggers/00_legal_triggers.txt.
What it checks
Every line of it is script with no tooltip text: the script is below.
The script as written (18 lines of game script)
can_change_partition_succession_law_trigger = {
custom_description = {
text = "has_law_allowing_partition_succession_law_change"
OR = {
has_realm_law_flag = can_change_partition_succession_laws
has_realm_law_flag = can_change_succession_laws
}
}
custom_description = {
text = "no_powerful_vassal_with_negative_opinion"
NOT = {
any_vassal = {
is_powerful_vassal = yes
opposes_succession_law_change_trigger = yes
}
}
}
}As written in game/common/scripted_triggers/00_legal_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls can_change_partition_succession_law_trigger.
Source: game/common/scripted_triggers/00_legal_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.