Scripted trigger
opposes_succession_law_change_trigger
opposes_succession_law_change_trigger = yesgame/common/scripted_triggers/00_legal_triggers.txt, line 4 (14 lines). No parameters.
opposes_succession_law_change_trigger is a scripted trigger in Crusader Kings III, written at line 4 of its file. It takes no parameters: opposes_succession_law_change_trigger = yes (or no). The game's script calls it in 5 places, among them can_change_partition_succession_law_trigger (scripted trigger), can_change_single_heir_dynasty_house_succession_law_trigger (scripted trigger) and can_change_succession_law_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_legal_triggers.txt.
What it checks
- Is not imprisoned
- Opinion of liege less than 0
• 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 (14 lines of game script)
opposes_succession_law_change_trigger = {
is_imprisoned = no
opinion = {
target = liege
value < 0
}
custom_description = {
text = law_change_approval_is_cowed
has_dread_level_towards = {
target = liege
level < 2
}
}
}As written in game/common/scripted_triggers/00_legal_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls opposes_succession_law_change_trigger.
Scripted triggers (4)
Scripted rules (1)
- approves_of_succession_law_change
Source: game/common/scripted_triggers/00_legal_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.