Scripted trigger
can_have_confederate_partition_succession_law_trigger
can_have_confederate_partition_succession_law_trigger = yesgame/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
One of these
- Government is Feudal
or
Government is a Tribal-type Governmentor
All of these
- Government is Sōryō
tgp_realm_has_ceremonial_liege_trigger = yes- Is not an Independent Ruler
• 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.
Laws (1)
Scripted triggers (1)
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.