Scripted trigger
can_have_single_heir_dynasty_house_trigger
can_have_single_heir_dynasty_house_trigger = yesgame/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:czechor
this = culture:slovienor
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 culture:
- 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.
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.