Scripted trigger
make_concubine_is_valid_trigger
make_concubine_is_valid_trigger = yesgame/common/scripted_triggers/00_marriage_triggers.txt, line 512 (28 lines). No parameters.
make_concubine_is_valid_trigger is a scripted trigger in Crusader Kings III, written at line 512 of its file. It takes no parameters: make_concubine_is_valid_trigger = yes (or no). The game's script calls it in 2 places, among them ai_make_concubine_interaction (interaction) and Make Concubine (interaction). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_triggers/00_marriage_triggers.txt.
What it checks
scope:recipient:- … cannot take a former … as … concubine.
One of these
All of these
is_imprisoned_by = scope:puppet_or_actor- Is married
or
Is not married
is_hostage = no
• 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 (28 lines of game script)
make_concubine_is_valid_trigger = {
custom_description = {
text = take_concubine_allowed_more
object = scope:recipient
scope:puppet_or_actor = {
allowed_more_concubines = yes
}
}
scope:recipient = {
custom_tooltip = {
text = take_concubine_ex_spouse
NOT = {
has_opinion_modifier = {
modifier = divorced_me_opinion
target = scope:puppet_or_actor
}
}
}
OR = {
AND = {
is_imprisoned_by = scope:puppet_or_actor
is_married = yes
}
is_married = no
}
is_hostage = no
}
}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_valid_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.