Scripted trigger
councillor_spouse_can_reassign
councillor_spouse_can_reassign = yesgame/common/scripted_triggers/00_councillor_triggers.txt, line 382 (1 lines). No parameters.
councillor_spouse_can_reassign is a scripted trigger in Crusader Kings III, written at line 382 of its file. It takes no parameters: councillor_spouse_can_reassign = yes (or no). The game's script calls it in 1 place, among them Spouse (council positions). Patch 1.20.1.2, from game/common/scripted_triggers/00_councillor_triggers.txt.
What it checks
- Never
• 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 (1 line of game script)
councillor_spouse_can_reassign = { always = no }As written in game/common/scripted_triggers/00_councillor_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls councillor_spouse_can_reassign.
Council positions (1)
- Spouse
Source: game/common/scripted_triggers/00_councillor_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.