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

marriage_interaction_valid_target_trigger

marriage_interaction_valid_target_trigger = yes

game/common/scripted_triggers/00_marriage_triggers.txt, line 374 (62 lines). No parameters.

marriage_interaction_valid_target_trigger is a scripted trigger in Crusader Kings III, written at line 374 of its file. It takes no parameters: marriage_interaction_valid_target_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

  • Else, if all of these hold:
    • Conditions:
      • scope:secondary_actor: Is an Adult
      • scope:secondary_recipient: Is an Adult
    • Then › scope:secondary_actor: They can and … can marry
  • Otherwise › scope:secondary_actor: They and … can get betrothed

• 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 (62 lines of game script)
marriage_interaction_valid_target_trigger = {
	# Clergy cannot marry if their faith doesn't allow it
	trigger_if = {
		limit = {
			scope:secondary_actor = { is_clergy = yes }
		}
		custom_description = {
			text = character_is_clergy_and_cannot_marry
			subject = scope:secondary_actor
			object = scope:secondary_recipient
			scope:secondary_actor = { marriage_clergy_can_marry_trigger = yes }
		}
	}
	trigger_else_if = {
		limit = {
			scope:secondary_recipient = { is_clergy = yes }
		}
		custom_description = {
			text = character_is_clergy_and_cannot_marry
			subject = scope:secondary_recipient
			object = scope:secondary_actor
			scope:secondary_recipient = { marriage_clergy_can_marry_trigger = yes }
		}
	}
	#Marriage
	trigger_else_if = {
		limit = {
			scope:secondary_actor = { is_adult = yes }
			scope:secondary_recipient = { is_adult = yes }
		}
		scope:secondary_actor = {
			custom_description = {
				text = "can_marry_check_secondary_actor"
				subject = scope:secondary_actor
				object = scope:secondary_recipient
				can_marry_character_trigger = { CHARACTER = scope:secondary_recipient } #Checks marriage status, betrothed, gender, consanguinity, faith hostility etc.
			}
		}
	}
	#Betrothal
	trigger_else = {
		scope:secondary_actor = {
			custom_description = {
				text = "can_betroth_check_secondary_actor"
				subject = scope:secondary_actor
				object = scope:secondary_recipient
				can_marry_character_trigger = { CHARACTER = scope:secondary_recipient } #Checks marriage status, betrothed, gender, consanguinity, faith hostility etc.
			}
		}
	}

	# If the actor is ai they will not pick a character already considered for concubinage
	trigger_if = {
		limit = {
			scope:actor = { is_ai = yes }
		}
		NOR = {
			scope:secondary_actor = { has_character_flag = has_been_offered_as_concubine }
			scope:secondary_recipient = { has_character_flag = has_been_offered_as_concubine }
		}
	}
}

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_valid_target_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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