Scripted trigger · The Northern Lords files
eligible_for_fp1_dynasty_legacies_trigger
eligible_for_fp1_dynasty_legacies_trigger = yesgame/common/scripted_triggers/01_fp1_scripted_triggers.txt, line 5 (10 lines). No parameters.
eligible_for_fp1_dynasty_legacies_trigger is a scripted trigger in Crusader Kings III, in the The Northern Lords files, written at line 5 of its file. It takes no parameters: eligible_for_fp1_dynasty_legacies_trigger = yes (or no). The game's script calls it in 2 places, among them Sea-Wolves (dynasty legacy) and Wanderlust (dynasty legacy). Patch 1.20.1.2, from game/common/scripted_triggers/01_fp1_scripted_triggers.txt.
What it checks
One of these
game_rule_unrestricted_dynasty_legacies_trigger = yesor
Their culture:has_innovation = innovation_longboats
or
Their religion is Norse
• 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 (10 lines of game script)
eligible_for_fp1_dynasty_legacies_trigger = {
has_fp1_dlc_trigger = yes
OR = {
game_rule_unrestricted_dynasty_legacies_trigger = yes
# Technically, we could hardscript this to North Germanics/Normans/Estonians, but eh.
culture = { has_innovation = innovation_longboats }
# Converts should also get a chance to get in on the fun.
religion = religion:germanic_religion
}
}As written in game/common/scripted_triggers/01_fp1_scripted_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls eligible_for_fp1_dynasty_legacies_trigger.
Dynasty legacies (2)
Source: game/common/scripted_triggers/01_fp1_scripted_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.