Scripted trigger
special_succession_tanistry_trigger
special_succession_tanistry_trigger = yesgame/common/scripted_triggers/00_succession_triggers.txt, line 12 (8 lines). No parameters.
special_succession_tanistry_trigger is a scripted trigger in Crusader Kings III, written at line 12 of its file. It takes no parameters: special_succession_tanistry_trigger = yes (or no). The game's script calls it in 3 places, among them Adopt Special Succession Type (decision), A Question of Succession (event major_decisions.3100) and special_succession_tanistry_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_succession_triggers.txt.
What it checks
- Their culture:
One of these
- The Culture has the Brythonic Cultural Pillar
or
The Culture has the Goidelic Cultural Pillar
• 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)
special_succession_tanistry_trigger = {
culture = {
OR = {
has_cultural_pillar = heritage_brythonic
has_cultural_pillar = heritage_goidelic
}
}
}As written in game/common/scripted_triggers/00_succession_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls special_succession_tanistry_trigger.
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.