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

can_have_confederate_partition_succession_law_trigger

can_have_confederate_partition_succession_law_trigger = yes

game/common/scripted_triggers/00_law_triggers.txt, line 231 (12 lines). No parameters.

can_have_confederate_partition_succession_law_trigger is a scripted trigger in Crusader Kings III, written at line 231 of its file. It takes no parameters: can_have_confederate_partition_succession_law_trigger = yes (or no). The game's script calls it in 3 places, among them Confederate Partition (law), title_can_reduce_partition_law_trigger (scripted trigger) and Succession Rights (subject contracts). Patch 1.20.1.2, from game/common/scripted_triggers/00_law_triggers.txt.

What it checks

• 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 (12 lines of game script)
can_have_confederate_partition_succession_law_trigger = {
	OR = {
		government_has_flag = government_is_feudal
		government_has_flag = government_is_tribal
		# TGP
		AND = {
			government_has_flag = government_is_japan_feudal
			tgp_realm_has_ceremonial_liege_trigger = yes
			is_independent_ruler = no
		}
	}
}

As written in game/common/scripted_triggers/00_law_triggers.txt.

Where it is used

Every place in common/, events/ and history/ that calls can_have_confederate_partition_succession_law_trigger.

Subject contracts (1)

  • Succession Rights

Source: game/common/scripted_triggers/00_law_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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