Scripted trigger
spouse_intrigue_tier_1_trigger
spouse_intrigue_tier_1_trigger = yesgame/common/scripted_triggers/00_councillor_triggers.txt, line 522 (11 lines). No parameters.
spouse_intrigue_tier_1_trigger is a scripted trigger in Crusader Kings III, written at line 522 of its file. It takes no parameters: spouse_intrigue_tier_1_trigger = yes (or no). No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_triggers/00_councillor_triggers.txt.
The comment above it in the file
Intrigue
What it checks
scope:councillor:
• 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 (11 lines of game script)
spouse_intrigue_tier_1_trigger = {
scope:councillor = {
OR = {
has_character_modifier = councillor_spouse_intrigue_2_modifier
has_character_modifier = councillor_spouse_intrigue_1_modifier
has_trait = schemer
intrigue >= spouse_skill_rating_1
is_performing_council_task = task_court_intrigue
}
}
}As written in game/common/scripted_triggers/00_councillor_triggers.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_triggers/00_councillor_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.