Scripted trigger
can_change_succession_laws_realm_flag_trigger
can_change_succession_laws_realm_flag_trigger = yesgame/common/scripted_triggers/00_legal_triggers.txt, line 19 (29 lines). No parameters.
can_change_succession_laws_realm_flag_trigger is a scripted trigger in Crusader Kings III, written at line 19 of its file. It takes no parameters: can_change_succession_laws_realm_flag_trigger = yes (or no). The game's script calls it in 3 places, among them can_change_single_heir_dynasty_house_succession_law_trigger (scripted trigger), can_change_succession_law_trigger (scripted trigger) and can_change_to_equal_succession_law_trigger (scripted trigger). 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 (29 lines of game script)
can_change_succession_laws_realm_flag_trigger = {
trigger_if = {
limit = { realm_law_use_tribal_authority = yes }
custom_description = {
text = "has_tribal_law_allowing_succession_law_change"
has_realm_law_flag = can_change_succession_laws
}
}
trigger_else_if = {
limit = { realm_law_use_imperial_bureaucracy = yes }
custom_description = {
text = has_imperial_bureaucracy_law_allowing_succession_law_change
has_realm_law_flag = can_change_succession_laws
}
}
trigger_else_if = {
limit = { government_has_flag = government_is_japan_feudal }
custom_description = {
text = has_crown_law_allowing_succession_law_change_japanese_feudal
has_realm_law_flag = can_change_succession_laws
}
}
trigger_else = {
custom_description = {
text = "has_crown_law_allowing_succession_law_change_feudal"
has_realm_law_flag = can_change_succession_laws
}
}
}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_succession_laws_realm_flag_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.