Scripted trigger
can_marry_common_trigger
can_marry_common_trigger = yesgame/common/scripted_triggers/00_marriage_triggers.txt, line 18 (33 lines). No parameters.
can_marry_common_trigger is a scripted trigger in Crusader Kings III, written at line 18 of its file. It takes no parameters: can_marry_common_trigger = yes (or no). The game's script calls it in 5 places, among them Betrothed can Marry (important action), A True … (event ep3_story_cycle_harrying.1011) and can_marry_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_marriage_triggers.txt.
The comment above it in the file
Is allowed to marry (current marriage/concubine status ignored)
What it checks
- Has none of the traits: Eunuch, Beardless Eunuch, Monk, Military Order Member
- Does not have “can not marry” (a variable the game's script sets)
If
a check the game hides
Then
None of these
- Their primary title:
is_mercenary_company = yes
is_leading_faction_type = peasant_factionis_leading_faction_type = populist_faction- Government is unplayable
- Their primary title:
- If a member of the Clergy:
• 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 (33 lines of game script)
can_marry_common_trigger = {
is_alive = yes
NOT = { has_trait_with_flag = can_not_marry }
NOT = { has_variable = can_not_marry }
trigger_if = {
limit = {
exists = primary_title
}
NOR = {
# Block Mercenaries from marrying or showing up in marriage interactions
primary_title = {
is_mercenary_company = yes
}
is_leading_faction_type = peasant_faction
is_leading_faction_type = populist_faction
government_has_flag = government_is_herder
}
}
# Clergy cannot marry if their faith disallows it
trigger_if = {
limit = { is_clergy = yes }
marriage_clergy_can_marry_trigger = yes
}
trigger_if = {
limit = {
exists = liege.involved_activity.var:tournament_marriage_prize
this = liege.involved_activity.var:tournament_marriage_prize
}
exists = scope:contest_winner
}
}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_common_trigger.
Important actions (1)
- Betrothed can Marry
Events (1)
- A True …
ep3_story_cycle_harrying.1011
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.