Scripted trigger
is_sibling_in_law_of_root_trigger
is_sibling_in_law_of_root_trigger = yesgame/common/scripted_triggers/00_family_triggers.txt, line 67 (12 lines). No parameters.
is_sibling_in_law_of_root_trigger is a scripted trigger in Crusader Kings III, written at line 67 of its file. It takes no parameters: is_sibling_in_law_of_root_trigger = yes (or no). The game's script calls it in 4 places, among them has_RelationToMe_relation (scripted trigger), RelationToMe (custom loc) and RelationToMePossessive (custom loc). Patch 1.20.1.2, from game/common/scripted_triggers/00_family_triggers.txt.
What it checks
- No sibling:
- Any spouse: Any sibling:
• 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 (12 lines of game script)
is_sibling_in_law_of_root_trigger = {
NOT = {
any_sibling = {
this = root
}
}
any_spouse = {
any_sibling = {
this = root
}
}
}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_sibling_in_law_of_root_trigger.
Scripted triggers (1)
Customizable localization (3)
- RelationToMe
- RelationToMePossessive
- RelationToMeShort
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.