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

can_have_high_partition_succession_law_trigger

can_have_high_partition_succession_law_trigger = yes

game/common/scripted_triggers/00_law_triggers.txt, line 312 (18 lines). No parameters.

can_have_high_partition_succession_law_trigger is a scripted trigger in Crusader Kings III, written at line 312 of its file. It takes no parameters: can_have_high_partition_succession_law_trigger = yes (or no). The game's script calls it in 4 places, among them Great Holy War (casus belli), High Partition (law) and can_keep_high_partition_succession_law_trigger (scripted trigger). Its body carries 1 text of the game's own for the player. 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 (18 lines of game script)
can_have_high_partition_succession_law_trigger = {
	trigger_if = {
		limit = {
			NOT = {
				culture = { has_cultural_parameter = can_enact_high_partition_succession_law }
			}
		}
		culture = { has_innovation = innovation_heraldry }
	}
	custom_description = {
		text = succession_laws_must_have_organised_government_tooltip
		OR = {
			government_has_flag = government_is_feudal
			government_has_flag = government_is_clan
			government_has_flag = government_is_japan_feudal
		}
	}
}

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_high_partition_succession_law_trigger.

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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