CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger · The Northern Lords files

eligible_for_fp1_dynasty_legacies_trigger

eligible_for_fp1_dynasty_legacies_trigger = yes

game/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

• 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.

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