CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger

can_change_single_heir_dynasty_house_succession_law_trigger

can_change_single_heir_dynasty_house_succession_law_trigger = yes

game/common/scripted_triggers/00_legal_triggers.txt, line 62 (36 lines). No parameters.

can_change_single_heir_dynasty_house_succession_law_trigger is a scripted trigger in Crusader Kings III, written at line 62 of its file. It takes no parameters: can_change_single_heir_dynasty_house_succession_law_trigger = yes (or no). The game's script calls it in 1 place, among them House Seniority (law). Patch 1.20.1.2, from game/common/scripted_triggers/00_legal_triggers.txt.

What it checks

  • If

    • Their culture:
      • One of these

        • this = culture:czech
        • or

          this = culture:slovien
        • or

          Any parent culture or above:
          • this = culture:czech
        • or

          Any parent culture or above:
          • this = culture:slovien
    • NOT = { has_realm_law_flag = can_change_succession_laws }

    Then

    • Their culture:
      • has_innovation = innovation_table_of_princes

• 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 (36 lines of game script)
can_change_single_heir_dynasty_house_succession_law_trigger = {
	trigger_if = {
		limit = {
			culture = {
				OR = {
					this = culture:czech
					this = culture:slovien
					any_parent_culture_or_above = {
						this = culture:czech
					}
					any_parent_culture_or_above = {
						this = culture:slovien
					}
				}
			}
			NOT = {
				has_realm_law_flag = can_change_succession_laws
			}
		}
		culture = {
			has_innovation = innovation_table_of_princes
		}
	}
	trigger_else = {
		can_change_succession_laws_realm_flag_trigger = yes
	}
	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_single_heir_dynasty_house_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.

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