Scripted trigger
game_rule_unrestricted_dynasty_legacies_trigger
game_rule_unrestricted_dynasty_legacies_trigger = yesgame/common/scripted_triggers/00_game_rule_triggers.txt, line 285 (8 lines). No parameters.
game_rule_unrestricted_dynasty_legacies_trigger is a scripted trigger in Crusader Kings III, written at line 285 of its file. It takes no parameters: game_rule_unrestricted_dynasty_legacies_trigger = yes (or no). The game's script calls it in 9 places, among them eligible_for_ep3_administrative_legacy_trigger (scripted trigger), eligible_for_fp1_dynasty_legacies_trigger (scripted trigger) and eligible_for_fp2_dynasty_legacies_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_game_rule_triggers.txt.
What it checks
- Depending on has game rule:
- When has game rule is unrestricted dynasty legacies all:
always = yes
- When has game rule is unrestricted dynasty legacies player only: Is played by a person
- In any other case: Never
- When has game rule is unrestricted dynasty legacies all:
• 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 (8 lines of game script)
game_rule_unrestricted_dynasty_legacies_trigger = {
switch = {
trigger = has_game_rule
unrestricted_dynasty_legacies_all = { always = yes }
unrestricted_dynasty_legacies_player_only = { is_ai = no }
fallback = { always = no }
}
}As written in game/common/scripted_triggers/00_game_rule_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls game_rule_unrestricted_dynasty_legacies_trigger.
Scripted triggers (9)
Source: game/common/scripted_triggers/00_game_rule_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.