Scripted trigger
realm_law_use_government_authority
realm_law_use_government_authority = yesgame/common/scripted_triggers/00_law_triggers.txt, line 95 (6 lines). No parameters.
realm_law_use_government_authority is a scripted trigger in Crusader Kings III, written at line 95 of its file. It takes no parameters: realm_law_use_government_authority = yes (or no). The game's script calls it in 2 places, among them can_increase_government_authority (scripted trigger) and has_valid_realm_laws_for_liberty_faction_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_law_triggers.txt.
What it checks
- Government has Government Authority
• 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 (6 lines of game script)
realm_law_use_government_authority = {
custom_description = {
text = use_government_authority
has_realm_law_flag = authority_level_0
}
}As written in game/common/scripted_triggers/00_law_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls realm_law_use_government_authority.
Scripted triggers (2)
Source: game/common/scripted_triggers/00_law_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.