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

can_have_single_heir_dynasty_house_trigger

can_have_single_heir_dynasty_house_trigger = yes

game/common/scripted_triggers/00_law_triggers.txt, line 476 (37 lines). No parameters.

can_have_single_heir_dynasty_house_trigger is a scripted trigger in Crusader Kings III, written at line 476 of its file. It takes no parameters: can_have_single_heir_dynasty_house_trigger = yes (or no). The game's script calls it in 2 places, among them House Seniority (law) and can_keep_single_heir_dynasty_house_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

  • If

    • Their culture:
      • One of these

        • this = culture:czech
        • or

          this = culture:slovien
        • or

          Any parent culture or above:
          • this = culture:czech
        • or

          Any parent culture or above:
          • this = culture:slovien
        • or

          NOT = { has_innovation = innovation_heraldry }

    Then

    • Their culture:
      • has_innovation = innovation_table_of_princes

    Otherwise

    • Their culture:
      • has_innovation = innovation_heraldry
  • Their government does not have the administrative mechanic

• 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 (37 lines of game script)
can_have_single_heir_dynasty_house_trigger = {
	exists = house
	trigger_if = {
		limit = {
			culture = {
				OR = {
					this = culture:czech
					this = culture:slovien
					any_parent_culture_or_above = {
						this = culture:czech
					}
					any_parent_culture_or_above = {
						this = culture:slovien
					}
					NOT = {	has_innovation = innovation_heraldry }
				}
			}
		}
		culture = {
			has_innovation = innovation_table_of_princes
		}
	}
	trigger_else = {
		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
		}
	}
	NOT = { government_has_mechanic = administrative }
}

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_single_heir_dynasty_house_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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