Scripted trigger
historical_succession_access_single_heir_dynasty_house_trigger
historical_succession_access_single_heir_dynasty_house_trigger = yesgame/common/scripted_triggers/00_succession_triggers.txt, line 69 (7 lines). No parameters.
historical_succession_access_single_heir_dynasty_house_trigger is a scripted trigger in Crusader Kings III, written at line 69 of its file. It takes no parameters: historical_succession_access_single_heir_dynasty_house_trigger = yes (or no). The game's script calls it in 5 places, among them Confederate Partition (law), High Partition (law) and House Seniority (law). Patch 1.20.1.2, from game/common/scripted_triggers/00_succession_triggers.txt.
What it checks
- Their government does not have the administrative mechanic
- Holds Bohemia
- Their culture:
has_innovation = innovation_table_of_princes
• 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 (7 lines of game script)
historical_succession_access_single_heir_dynasty_house_trigger = {
NOT = { government_has_mechanic = administrative }
AND = {
has_title = title:d_bohemia
culture = { has_innovation = innovation_table_of_princes }
}
}As written in game/common/scripted_triggers/00_succession_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls historical_succession_access_single_heir_dynasty_house_trigger.
Scripted triggers (1)
Source: game/common/scripted_triggers/00_succession_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.