Scripted trigger
councillor_liege_has_customs_legacy_perk
councillor_liege_has_customs_legacy_perk = yesgame/common/scripted_triggers/00_councillor_triggers.txt, line 1329 (3 lines). No parameters.
councillor_liege_has_customs_legacy_perk is a scripted trigger in Crusader Kings III, written at line 1329 of its file. It takes no parameters: councillor_liege_has_customs_legacy_perk = yes (or no). The game's script calls it in 3 places, among them Promote Cultural Acceptance (council task), task_accept_culture_progress (script value) and task_accept_culture_total_base_value (script value). Patch 1.20.1.2, from game/common/scripted_triggers/00_councillor_triggers.txt.
What it checks
- scope:councillor_liege.dynasty: The Dynasty has the Efficient Interpreters Legacy
• 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 (3 lines of game script)
councillor_liege_has_customs_legacy_perk = {
scope:councillor_liege.dynasty ?= { has_dynasty_perk = ep1_culture_legacy_2 }
}As written in game/common/scripted_triggers/00_councillor_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls councillor_liege_has_customs_legacy_perk.
Council tasks (1)
- Promote Cultural Acceptance
Script values (2)
- task_accept_culture_progress
- task_accept_culture_total_base_value
Source: game/common/scripted_triggers/00_councillor_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.