Scripted trigger
can_be_spouse_councillor_trigger
can_be_spouse_councillor_trigger = { COUNCIL_OWNER = … }game/common/scripted_triggers/00_councillor_triggers.txt, line 212 (15 lines). Parameters: $COUNCIL_OWNER$.
can_be_spouse_councillor_trigger is a scripted trigger in Crusader Kings III, written at line 212 of its file. A call passes 1 parameter: COUNCIL_OWNER. The game's script calls it in 1 place, among them Spouse (council positions). Patch 1.20.1.2, from game/common/scripted_triggers/00_councillor_triggers.txt.
What it checks
can_be_councillor_basics_trigger = yes- If a ruler:
liege ?= $COUNCIL_OWNER$$COUNCIL_OWNER$ = { primary_spouse = scope:spouse_councillor_check }
- Otherwise:
$COUNCIL_OWNER$ ?= { primary_spouse = scope:spouse_councillor_check }
• 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 (15 lines of game script)
can_be_spouse_councillor_trigger = {
save_temporary_scope_as = spouse_councillor_check
can_be_councillor_basics_trigger = yes
#NOT = { # We allow spouses to both be regents and do their spouse job
# this = liege.diarch
#}
trigger_if = {
limit = { is_ruler = yes }
liege ?= $COUNCIL_OWNER$
$COUNCIL_OWNER$ = { primary_spouse = scope:spouse_councillor_check }
}
trigger_else = {
$COUNCIL_OWNER$ ?= { primary_spouse = scope:spouse_councillor_check }
}
}As written in game/common/scripted_triggers/00_councillor_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls can_be_spouse_councillor_trigger.
Council positions (1)
- Spouse
Source: game/common/scripted_triggers/00_councillor_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.