Scripted trigger
can_marry_character_trigger
can_marry_character_trigger = { CHARACTER = … }game/common/scripted_triggers/00_marriage_triggers.txt, line 177 (29 lines). Parameters: $CHARACTER$.
can_marry_character_trigger is a scripted trigger in Crusader Kings III, written at line 177 of its file. A call passes 1 parameter: CHARACTER. The game's script calls it in 35 places, among them Unify the Capital Region (decision), Arrange Marriage (interaction) and Find Spouse (interaction). Patch 1.20.1.2, from game/common/scripted_triggers/00_marriage_triggers.txt.
The comment above it in the file
Two characters are able to marry right now
What it checks
One of these
All of these
- Is betrothed
betrothed = $CHARACTER$
or
All of these
can_marry_trigger = yes$CHARACTER$ = { can_marry_trigger = yes }
If
$CHARACTER$ = { is_concubine = yes }
Then
$CHARACTER$ = { is_concubine_of = scope:can_marry_char_check }
- If concubine:
is_concubine_of = $CHARACTER$$CHARACTER$ = { … }
- Otherwise:
could_marry_character_trigger = { CHARACTER = $CHARACTER$ }
• 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 (29 lines of game script)
can_marry_character_trigger = {
save_temporary_scope_as = can_marry_char_check
OR = {
AND = {
is_betrothed = yes
betrothed = $CHARACTER$
}
AND = {
can_marry_trigger = yes
$CHARACTER$ = { can_marry_trigger = yes }
}
}
trigger_if = {
limit = {
$CHARACTER$ = { is_concubine = yes }
}
$CHARACTER$ = { is_concubine_of = scope:can_marry_char_check }
}
trigger_if = {
limit = {
is_concubine = yes
}
is_concubine_of = $CHARACTER$
$CHARACTER$ = { could_marry_character_trigger = { CHARACTER = scope:can_marry_char_check } } #Gender, recent divorce, allowed to marry, no illegal incest etc.} If they're your concubine you're rules are the ones looked at
}
trigger_else = {
could_marry_character_trigger = { CHARACTER = $CHARACTER$ } #Gender, recent divorce, allowed to marry, no illegal incest etc.
}
}As written in game/common/scripted_triggers/00_marriage_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls can_marry_character_trigger.
Decisions (1)
Character interactions (3)
Important actions (1)
- Betrothed can Marry in Grand Wedding
Events (18)
- … is a … Now
bp2_yearly.8040 - …: the …
ep3_laamp_decision_event.1030 - A …'s Heart
ep2_wedding.1200 - A Proper Match
ep2_wedding.1080 - A True …
ep3_story_cycle_harrying.1011 - An Opportunity
peasant_affair.3004
12 more
- An Unfortunate Encounter
yearly.5001 - Blooming Friendship
diplomacy_foreign.1103 - Blooming Friendship
diplomacy_foreign.1104 - ep3_travel_option_events.0002
- Gone In The Night
yearly.1010 - Grand Ambitions: A Powerful Alliance
grand_ambitions.0170 - Grand Wedding: Betrothal Expired
ep2_wedding.0001 - Lonely Days
court_yearly.5001 - Promised Child
clan.1001 - Restoration: A Favorable Offer
cid.2010 - The Jealous …
diplomacy_family.2253 - travel_events.4002
Scripted effects inside an event file (2)
- tournament_marriage_prize_winner_scope_effect
- yearly_1010_abductee_taken_effect
Scripted triggers inside an event file (7)
- clan_1001_valid_vassal
- courtier_guest_management_1001_exceptional_marriage_candidate_trigger
- ep2_wedding_1090_good_match_trigger
- ep2_wedding_4000_valid_betrothed
- is_suitable_spouse_or_concubine_tgp_japan_1160
- jason_locale_events_200_surpise_marriage_trigger
1 more
- varangian_2005_lover_to_marry
Source: game/common/scripted_triggers/00_marriage_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.