Scripted trigger
culture_uses_county_dynasty_names_only_branch_trigger
culture_uses_county_dynasty_names_only_branch_trigger = yesgame/common/scripted_triggers/00_dynasty_triggers.txt, line 176 (6 lines). No parameters.
culture_uses_county_dynasty_names_only_branch_trigger is a scripted trigger in Crusader Kings III, written at line 176 of its file. It takes no parameters: culture_uses_county_dynasty_names_only_branch_trigger = yes (or no). The game's script calls it in 1 place, among them create_cadet_house_with_name_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_dynasty_triggers.txt.
What it checks
One of these
has_name_list = name_list_malay
• 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 (6 lines of game script)
culture_uses_county_dynasty_names_only_branch_trigger = {
OR = {
# Malaysia
has_name_list = name_list_malay
}
}As written in game/common/scripted_triggers/00_dynasty_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls culture_uses_county_dynasty_names_only_branch_trigger.
Scripted effects (1)
Source: game/common/scripted_triggers/00_dynasty_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.