Scripted trigger
different_faith_and_or_culture_from_councillor_trigger
different_faith_and_or_culture_from_councillor_trigger = yesgame/common/scripted_triggers/00_councillor_triggers.txt, line 458 (6 lines). No parameters.
different_faith_and_or_culture_from_councillor_trigger is a scripted trigger in Crusader Kings III, written at line 458 of its file. It takes no parameters: different_faith_and_or_culture_from_councillor_trigger = yes (or no). The game's script calls it in 3 places, among them councillor_spouse_learning.1001 (event), councillor_spouse_learning.1002 (event) and councillor_spouse_learning.1003 (event). Patch 1.20.1.2, from game/common/scripted_triggers/00_councillor_triggers.txt.
What it checks
One of these
- Their culture is the same as that of councillor
or
Their faith is the same as that of councillor
• 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 (6 lines of game script)
different_faith_and_or_culture_from_councillor_trigger = {
OR = {
culture != scope:councillor.culture
faith != scope:councillor.faith
}
}As written in game/common/scripted_triggers/00_councillor_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls different_faith_and_or_culture_from_councillor_trigger.
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.