Scripted trigger
can_keep_single_heir_dynasty_house_trigger
can_keep_single_heir_dynasty_house_trigger = yesgame/common/scripted_triggers/00_law_triggers.txt, line 463 (12 lines). No parameters.
can_keep_single_heir_dynasty_house_trigger is a scripted trigger in Crusader Kings III, written at line 463 of its file. It takes no parameters: can_keep_single_heir_dynasty_house_trigger = yes (or no). The game's script calls it in 1 place, among them House Seniority (law). Patch 1.20.1.2, from game/common/scripted_triggers/00_law_triggers.txt.
What it checks
- If has the House Seniority Law:
One of these
• 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 (12 lines of game script)
can_keep_single_heir_dynasty_house_trigger = {
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
trigger_if = {
limit = {
has_realm_law = single_heir_dynasty_house
}
OR = {
can_have_single_heir_dynasty_house_trigger = yes
historical_succession_access_single_heir_dynasty_house_trigger = yes
}
}
}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_keep_single_heir_dynasty_house_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.