Scripted trigger
laamp_request_likely_marriable_man_trigger
laamp_request_likely_marriable_man_trigger = yesgame/common/scripted_triggers/00_laamp_triggers.txt, line 146 (7 lines). No parameters.
laamp_request_likely_marriable_man_trigger is a scripted trigger in Crusader Kings III, written at line 146 of its file. It takes no parameters: laamp_request_likely_marriable_man_trigger = yes (or no). The game's script calls it in 2 places, among them laamp_marriable_men_realistic_value (script value) and laamp_marriable_men_value (script value). Patch 1.20.1.2, from game/common/scripted_triggers/00_laamp_triggers.txt.
What it checks
- Is available (an adult)
can_marry_trigger = yes
• 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 (7 lines of game script)
laamp_request_likely_marriable_man_trigger = {
is_available_quick = {
female = no
adult = yes
}
can_marry_trigger = yes
}As written in game/common/scripted_triggers/00_laamp_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls laamp_request_likely_marriable_man_trigger.
Script values (2)
- laamp_marriable_men_realistic_value
- laamp_marriable_men_value
Source: game/common/scripted_triggers/00_laamp_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.