Scripted trigger
marriage_clergy_can_marry_trigger
marriage_clergy_can_marry_trigger = yesgame/common/scripted_triggers/00_marriage_triggers.txt, line 355 (18 lines). No parameters.
marriage_clergy_can_marry_trigger is a scripted trigger in Crusader Kings III, written at line 355 of its file. It takes no parameters: marriage_clergy_can_marry_trigger = yes (or no). The game's script calls it in 2 places, among them can_marry_common_trigger (scripted trigger) and marriage_interaction_valid_target_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_marriage_triggers.txt.
What it checks
• 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 (18 lines of game script)
marriage_clergy_can_marry_trigger = {
#Monks can never marry
NOR = {
has_trait = devoted
has_trait = order_member
}
OR = {
rite = { rite_has_parameter = clergy_can_marry }
AND = {
is_ruler = yes
top_participant_group:the_christian_church ?= { has_participant_group_parameter = clergy_can_marry }
trigger_if = {
limit = { is_ai = yes }
saeculum_obscurum_clergy_would_marry_trigger = yes
}
}
}
}As written in game/common/scripted_triggers/00_marriage_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls marriage_clergy_can_marry_trigger.
Scripted triggers (2)
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.