CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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.

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