CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger

marriage_interaction_auto_accept_trigger

marriage_interaction_auto_accept_trigger = yes

game/common/scripted_triggers/00_marriage_triggers.txt, line 437 (60 lines). No parameters.

marriage_interaction_auto_accept_trigger is a scripted trigger in Crusader Kings III, written at line 437 of its file. It takes no parameters: marriage_interaction_auto_accept_trigger = yes (or no). The game's script calls it in 2 places, among them Arrange Marriage (interaction) and Find Spouse (interaction). 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 (60 lines of game script)
marriage_interaction_auto_accept_trigger = {
	trigger_if = {
		limit = {
			exists = scope:secondary_actor.betrothed
			scope:secondary_actor = {
				has_been_promised_grand_wedding = yes
			}
		}
		always = no
	}
	trigger_else_if = {
		limit = {
			exists = scope:secondary_actor.betrothed
		}
		custom_description = {
			text = is_betrothed_auto_accept
			subject = scope:secondary_actor
			object = scope:secondary_recipient
			scope:secondary_actor.betrothed = scope:secondary_recipient
		}
	}
	trigger_else_if = {
		limit = {
			scope:hook = yes
		}
		#Strong hook = 100% accept (unless marrying 1st or 2nd player heir or the ruler and asking for matrilineal/partrilineal resulting in no dynasty children for them)
		custom_description = {
			text = "spending_hook"
			subject = scope:puppet_or_actor
			object = scope:recipient
			scope:puppet_or_actor = { has_strong_hook = scope:recipient }
			scope:recipient = {
				NAND = {
					#Secondary recipient can't be recipient or 1st/2nd heir...
					OR = {
						this = scope:secondary_recipient
						player_heir_position  = {
							target = scope:secondary_recipient
							value <= 2
						}
					}
					#...if the marriage (matrilineal/patrilineal) does not match their gender
					OR = {
						scope:secondary_recipient = {
							is_female = yes
							NOT = { always = scope:matrilineal }
						}
						scope:secondary_recipient = {
							is_male = yes
							always = scope:matrilineal
						}
					}
				}
			}
		}
	}
	trigger_else = {
		always = 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 marriage_interaction_auto_accept_trigger.

Character interactions (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.

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