Scripted trigger
can_take_religious_vows_disregard_marriage_trigger
can_take_religious_vows_disregard_marriage_trigger = yesgame/common/scripted_triggers/00_religious_triggers.txt, line 1638 (7 lines). No parameters.
can_take_religious_vows_disregard_marriage_trigger is a scripted trigger in Crusader Kings III, written at line 1638 of its file. It takes no parameters: can_take_religious_vows_disregard_marriage_trigger = yes (or no). The game's script calls it in 1 place, among them can_take_religious_vows_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_religious_triggers.txt.
What it checks
is_available_ai = yes- Their faith is the same as that of puppet or actor
- Is not a ruler
- Does not have the Trait: Excommunicated
• 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 (7 lines of game script)
can_take_religious_vows_disregard_marriage_trigger = {
is_available_ai = yes
faith = scope:puppet_or_actor.faith
is_ruler = no
NOT = { has_trait = excommunicated }
NOT = { has_character_flag = holy_order_member_requested_return_home }
}As written in game/common/scripted_triggers/00_religious_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls can_take_religious_vows_disregard_marriage_trigger.
Scripted triggers (1)
Source: game/common/scripted_triggers/00_religious_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.