CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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

  • If

    • $CHARACTER$ = { is_concubine = yes }

    Then

    • $CHARACTER$ = { is_concubine_of = scope:can_marry_char_check }
  • If concubine:
    • is_concubine_of = $CHARACTER$
    • $CHARACTER$ = { … }
  • Otherwise:

• 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.

Important actions (1)

  • Betrothed can Marry in Grand Wedding

Events (18)

12 more

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.

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