Scripted trigger
is_dynast
is_dynast = yesgame/common/scripted_triggers/00_dynasty_triggers.txt, line 15 (11 lines). No parameters.
is_dynast is a scripted trigger in Crusader Kings III, written at line 15 of its file. It takes no parameters: is_dynast = yes (or no). The game's script calls it in 19 places, among them Strengthen Bloodline (decision), Ask to Join Military Order (interaction) and Ask to Take Monastic Vows (interaction). Patch 1.20.1.2, from game/common/scripted_triggers/00_dynasty_triggers.txt.
What it checks
- Is a Dynasty Head
• 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 (11 lines of game script)
is_dynast = {
save_temporary_scope_as = dynast_check
custom_description = {
text = is_dynast
subject = scope:dynast_check
dynasty ?= {
dynast = scope:dynast_check
}
}
}As written in game/common/scripted_triggers/00_dynasty_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls is_dynast.
Decisions (1)
Character interactions (12)
Important actions (1)
- You can call a Dynasty member
Events (3)
- Grand Cathedral: Painted Light Over …
pam_great_projects_events.0003 - Hammam Havoc
fp3_clan.8016 - Trimming the Dynasty
diplomacy_family.2300
Scripted triggers inside an event file (2)
- councillor_spouse_learning_1002_house_member_trigger
- diplomacy_family_2300_relative_trigger
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.