Scripted trigger
could_marry_character_trigger
could_marry_character_trigger = { CHARACTER = … }game/common/scripted_triggers/00_marriage_triggers.txt, line 81 (50 lines). Parameters: $CHARACTER$.
could_marry_character_trigger is a scripted trigger in Crusader Kings III, written at line 81 of its file. A call passes 1 parameter: CHARACTER. The game's script calls it in 18 places, among them Demand Concubine (interaction), Elope (Scheme) (interaction) and Elope (scheme). Patch 1.20.1.2, from game/common/scripted_triggers/00_marriage_triggers.txt.
The comment above it in the file
two characters could potentially marry (does NOT check that they're unmarried)
What it checks
can_marry_common_trigger = yes$CHARACTER$ = { can_marry_common_trigger = yes }If
$CHARACTER$ = { allowed_to_marry_same_sex_trigger = no }
Then
sex_opposite_of = $CHARACTER$
NOT = { has_opinion_modifier = { modifier = divorced_me_opinion target = $CHARACTER$ } }If
NOT = { is_courtier_of = $CHARACTER$ }
Then
- Their rite:
rite_allows_marriage_consanguinity_trigger = { CHARACTER_1 = scope:can_marry_check CHARACTER_2 = $CHARACTER$ }
If
$CHARACTER$ = { … }
Then
$CHARACTER$.rite = { … }
None of these
scope:can_marry_check:is_spouse_of = $CHARACTER$
• 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 (50 lines of game script)
could_marry_character_trigger = {
save_temporary_scope_as = can_marry_check
can_marry_common_trigger = yes
$CHARACTER$ = { can_marry_common_trigger = yes }
#Opposite genders if you don't have accepted same-sex marriage game rule enabled and your faith supports it
trigger_if = {
limit = {
$CHARACTER$ = { allowed_to_marry_same_sex_trigger = no }
}
sex_opposite_of = $CHARACTER$
}
#Have you recently divorced this character?
NOT = {
has_opinion_modifier = {
modifier = divorced_me_opinion
target = $CHARACTER$
}
}
#Faith hostility & consanguinity
trigger_if = {
limit = { NOT = { is_courtier_of = $CHARACTER$ } } #If you're someone's courtier, your liege can marry you anyway
rite = {
rite_allows_marriage_consanguinity_trigger = {
CHARACTER_1 = scope:can_marry_check
CHARACTER_2 = $CHARACTER$
}
#faith_hostility_level = {
# target = $CHARACTER$.faith
# value < faith_hostility_prevents_marriage_level
#}
}
}
trigger_if = {
limit = { $CHARACTER$ = { NOT = { is_courtier_of = scope:can_marry_check } } } #If you're someone's courtier, your liege can marry you anyway
$CHARACTER$.rite = {
rite_allows_marriage_consanguinity_trigger = {
CHARACTER_1 = scope:can_marry_check
CHARACTER_2 = $CHARACTER$
}
#faith_hostility_level = {
# target = scope:can_marry_check.faith
# value < faith_hostility_prevents_marriage_level
#}
}
}
# Cannot marry self
NOT = {
scope:can_marry_check = { is_spouse_of = $CHARACTER$ }
}
}As written in game/common/scripted_triggers/00_marriage_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls could_marry_character_trigger.
Character interactions (2)
Schemes (1)
- Elope
Story cycles (1)
- story_adventurer_ai
Events (5)
- A King for Norway
fp1_major_decisions.1011 - Blast from the Past
bp2_yearly.5010 - Budding Ally
hold_court.6070 - Marriage Bells?
bp1_yearly.5727 - Planning for the Future
bp2_yearly.5009
Scripted effects inside an event file (1)
- yearly_1010_abductee_taken_effect
Scripted triggers inside an event file (5)
- appopriate_vassal_trigger
- ep3_laamp_flavour_ewan_2021_valid_courtier_for_own_marriage_precise_trigger
- ep3_travel_8000_valid_prince
- fp1_trade_events_1171_child_can_marry_trigger
- hold_court_6070_valid_betrothed_trigger
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.