Scripted trigger
can_have_partition_succession_law_trigger
can_have_partition_succession_law_trigger = yesgame/common/scripted_triggers/00_law_triggers.txt, line 271 (13 lines). No parameters.
can_have_partition_succession_law_trigger is a scripted trigger in Crusader Kings III, written at line 271 of its file. It takes no parameters: can_have_partition_succession_law_trigger = yes (or no). The game's script calls it in 3 places, among them Great Holy War (casus belli), Partition (law) and can_keep_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
- Their culture:
has_innovation = innovation_hereditary_rule
• 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 (13 lines of game script)
can_have_partition_succession_law_trigger = {
culture = {
has_innovation = innovation_hereditary_rule
}
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_partition_succession_law_trigger.
Casus belli (1)
Laws (1)
Scripted triggers (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.