Scripted trigger
make_concubine_is_shown_trigger
make_concubine_is_shown_trigger = yesgame/common/scripted_triggers/00_marriage_triggers.txt, line 498 (13 lines). No parameters.
make_concubine_is_shown_trigger is a scripted trigger in Crusader Kings III, written at line 498 of its file. It takes no parameters: make_concubine_is_shown_trigger = yes (or no). The game's script calls it in 2 places, among them ai_make_concubine_interaction (interaction) and Make Concubine (interaction). Patch 1.20.1.2, from game/common/scripted_triggers/00_marriage_triggers.txt.
What it checks
scope:puppet_or_actor:allowed_concubines = yes- Is an Adult
scope:recipient:One of these
is_courtier_of = scope:puppet_or_actoror
is_imprisoned_by = scope:puppet_or_actor
can_become_concubine_of_character_valid_trigger = { CHARACTER = scope:puppet_or_actor }
• 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 (13 lines of game script)
make_concubine_is_shown_trigger = {
scope:puppet_or_actor = {
allowed_concubines = yes
is_adult = yes
}
scope:recipient = {
OR = {
is_courtier_of = scope:puppet_or_actor
is_imprisoned_by = scope:puppet_or_actor
}
can_become_concubine_of_character_valid_trigger = { CHARACTER = scope:puppet_or_actor }
}
}As written in game/common/scripted_triggers/00_marriage_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls make_concubine_is_shown_trigger.
Character interactions (2)
- ai_make_concubine_interaction
- Make Concubine
Source: game/common/scripted_triggers/00_marriage_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.