Scripted trigger
councillor_spouse_valid_position
councillor_spouse_valid_position = yesgame/common/scripted_triggers/00_councillor_triggers.txt, line 383 (19 lines). No parameters.
councillor_spouse_valid_position is a scripted trigger in Crusader Kings III, written at line 383 of its file. It takes no parameters: councillor_spouse_valid_position = 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
NOT = { has_diarchy_type = vizierate }- Any spouse:
One of these
court_owner = rootor
All of these
- Is a ruler
liege ?= root
- Their government is not Adventurer
tgp_has_access_to_ministry_trigger = no
• 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 (19 lines of game script)
councillor_spouse_valid_position = {
AND = {
NOT = {
has_diarchy_type = vizierate
}
any_spouse = {
OR = {
court_owner = root
AND = {
is_ruler = yes
liege ?= root
}
}
}
}
NOT = { government_has_flag = government_is_landless_adventurer }
# Celestial hegemons have access to the ministry instead, so no spouse
tgp_has_access_to_ministry_trigger = 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_valid_position.
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.