Scripted trigger
can_have_cultural_holy_order_succession_law_trigger
can_have_cultural_holy_order_succession_law_trigger = yesgame/common/scripted_triggers/00_law_triggers.txt, line 558 (6 lines). No parameters.
can_have_cultural_holy_order_succession_law_trigger is a scripted trigger in Crusader Kings III, written at line 558 of its file. It takes no parameters: can_have_cultural_holy_order_succession_law_trigger = yes (or no). The game's script calls it in 1 place, among them Cultural Military Order (law). Patch 1.20.1.2, from game/common/scripted_triggers/00_law_triggers.txt.
What it checks
- Their government has the government is military holy order flag
- Their primary title: Has “order heritage” (a variable the game's script sets)
• 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 (6 lines of game script)
can_have_cultural_holy_order_succession_law_trigger = {
government_has_flag = government_is_military_holy_order
primary_title ?= {
has_variable = order_heritage
}
}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_cultural_holy_order_succession_law_trigger.
Laws (1)
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.