Scripted trigger
is_any_family_relation_or_spouse_trigger
is_any_family_relation_or_spouse_trigger = { CHARACTER = … }game/common/scripted_triggers/00_family_triggers.txt, line 240 (81 lines). Parameters: $CHARACTER$.
is_any_family_relation_or_spouse_trigger is a scripted trigger in Crusader Kings III, written at line 240 of its file. A call passes 1 parameter: CHARACTER. The game's script calls it in 8 places, among them Appoint Cardinal (interaction), Dissolve Order (interaction) and Negotiate Alliance (interaction). Patch 1.20.1.2, from game/common/scripted_triggers/00_family_triggers.txt.
What it checks
One of these
- Any parent:
this = $CHARACTER$
or
Any sibling:this = $CHARACTER$
or
Any child:this = $CHARACTER$
or
Any spouse:this = $CHARACTER$
or
Any parent › Any sibling:this = $CHARACTER$
or
Any parent › Any sibling › Any child:this = $CHARACTER$
or
Any sibling › Any child:this = $CHARACTER$
or
All of these
None of these
- Any sibling:
this = $CHARACTER$
- Any sibling:
- Any parent › Any child:
this = $CHARACTER$
or
Any spouse:One of these
is_close_family_of = $CHARACTER$or
is_nibling_of = $CHARACTER$or
is_uncle_or_aunt_of = $CHARACTER$
or
$CHARACTER$ = { … }or
Any close family member:One of these
is_parent_of = scope:root_characteror
is_child_of = scope:root_characteror
is_sibling_of = scope:root_character
- Any spouse:
One of these
is_parent_of = $CHARACTER$or
is_child_of = $CHARACTER$or
is_sibling_of = $CHARACTER$
- Any parent:
• 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 (81 lines of game script)
is_any_family_relation_or_spouse_trigger = {
save_temporary_scope_as = root_character
OR = {
any_parent = { even_if_dead = yes this = $CHARACTER$ }
any_sibling = { even_if_dead = yes this = $CHARACTER$ }
any_child = { even_if_dead = yes this = $CHARACTER$ }
any_spouse = { this = $CHARACTER$ }
any_parent = {
even_if_dead = yes
any_sibling = {
even_if_dead = yes
this = $CHARACTER$
}
}
any_parent = {
even_if_dead = yes
any_sibling = {
even_if_dead = yes
any_child = {
even_if_dead = yes
this = $CHARACTER$
}
}
}
any_sibling = {
even_if_dead = yes
any_child = {
even_if_dead = yes
this = $CHARACTER$
}
}
AND = {
NOT = {
any_sibling = {
even_if_dead = yes
this = $CHARACTER$
}
}
any_parent = {
even_if_dead = yes
any_child = {
even_if_dead = yes
this = $CHARACTER$
}
}
}
#child/parent/sibling/nephew/grandchild/grandparent/uncle/aunt/niece/nephew is married to the other
any_spouse = {
OR = {
is_close_family_of = $CHARACTER$
is_nibling_of = $CHARACTER$
is_uncle_or_aunt_of = $CHARACTER$
}
}
$CHARACTER$ = {
any_spouse = {
OR = {
is_close_family_of = scope:root_character
is_nibling_of = scope:root_character
is_uncle_or_aunt_of = scope:root_character
}
}
}
#child/parent/sibling is married to other's child/parent/sibling
any_close_family_member = {
OR = {
is_parent_of = scope:root_character
is_child_of = scope:root_character
is_sibling_of = scope:root_character
}
any_spouse = {
OR = {
is_parent_of = $CHARACTER$
is_child_of = $CHARACTER$
is_sibling_of = $CHARACTER$
}
}
}
}
}As written in game/common/scripted_triggers/00_family_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls is_any_family_relation_or_spouse_trigger.
Character interactions (5)
Scripted triggers inside an event file (1)
- more_likely_to_give_important_gift_trigger
Script values (1)
- mpo_tsagaan_sar_gift_likely_value
Scripted modifiers (AI weights) (1)
- clerical_petition_to_authority_acceptance_modifier
Source: game/common/scripted_triggers/00_family_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.