Scripted trigger
can_pass_law_church_authority_2_trigger
can_pass_law_church_authority_2_trigger = yesgame/common/scripted_triggers/00_law_triggers.txt, line 634 (4 lines). No parameters.
can_pass_law_church_authority_2_trigger is a scripted trigger in Crusader Kings III, written at line 634 of its file. It takes no parameters: can_pass_law_church_authority_2_trigger = yes (or no). The game's script calls it in 2 places, among them High Church Authority (law) and can_increase_government_authority (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_law_triggers.txt.
What it checks
- Their culture:
has_innovation = innovation_chronicle_writing
- Piety level at least 2
• 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 (4 lines of game script)
can_pass_law_church_authority_2_trigger = {
culture = { has_innovation = innovation_chronicle_writing }
piety_level >= medium_piety_level
}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_pass_law_church_authority_2_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.