Scripted trigger
marriage_interaction_valid_target_trigger
marriage_interaction_valid_target_trigger = yesgame/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:
- 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.