Scripted trigger
ready_to_marry_betrothed_trigger
ready_to_marry_betrothed_trigger = yesgame/common/scripted_triggers/00_marriage_triggers.txt, line 332 (10 lines). No parameters.
ready_to_marry_betrothed_trigger is a scripted trigger in Crusader Kings III, written at line 332 of its file. It takes no parameters: ready_to_marry_betrothed_trigger = yes (or no). The game's script calls it in 2 places, among them Arrange Marriage (interaction) and Make a Request (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 (10 lines of game script)
ready_to_marry_betrothed_trigger = {
trigger_if = {
limit = { exists = betrothed }
is_adult = yes
betrothed = { is_adult = yes }
}
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 ready_to_marry_betrothed_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.