Scripted trigger
can_change_to_equal_succession_law_trigger
can_change_to_equal_succession_law_trigger = yesgame/common/scripted_triggers/00_legal_triggers.txt, line 99 (23 lines). No parameters.
can_change_to_equal_succession_law_trigger is a scripted trigger in Crusader Kings III, written at line 99 of its file. It takes no parameters: can_change_to_equal_succession_law_trigger = yes (or no). No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_triggers/00_legal_triggers.txt.
What it checks
If
NOT = { has_realm_law_flag = can_change_succession_laws }
Then
One of these
- Their culture: The Culture has the Can enact the Equal Gender Law Tradition
or
Their rite: Has the Equal Doctrine
Otherwise
• 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 (23 lines of game script)
can_change_to_equal_succession_law_trigger = {
trigger_if = {
limit = {
NOT = { has_realm_law_flag = can_change_succession_laws }
}
OR = {
culture = { has_cultural_parameter = gender_equal_inheritance }
rite = { rite_has_doctrine = doctrine_gender_equal }
}
}
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
No file of common/, events/ or history/ calls it.
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.