CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Interaction · Friendly actions

Abandon Hook

No costAccepted automatically

Give up the hook you have on the recipient to lose some Stress.

What you need

You

  • If played by the AI: Stress Level at least 1
  • One of these

    • You: Has the Trait: Forgiving
    • or

      You › Any character struggle:
      • involvement = involved
      • has_struggle_phase_parameter = unlocks_abandon_hook_for_all
      • All of these

        • The character you target › Any character struggle:
          • involvement = involved
          • Is the struggle temp
  • Has a usable Hook on the target

Abandon Hook is a friendly character interaction in Crusader Kings III. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/00_trait_interactions.txt.

for a guide, post or blog
Quick answers (1)
Will the AI accept Abandon Hook?
Yes: it is accepted automatically.

Will they accept?

The other character has no choice: the game accepts it automatically.

What happens

Effects

  • Use a Hook on the target
  • If

    Then

    • Stress and fulfillment impact: by trait: Forgiving -65

    Otherwise

    • Stress and fulfillment impact: by trait: Forgiving -30
  • The character you target: Opinion: Forgiven Me
  • If

    • You: Government is Clan
    • The character you target: Government is Clan
    • Your house is the target’s
    • If

      • You are not the target

      Then

      • You are not the target

    Then

    • Your house:
      • add_unity_value = { … }

    Else if

    • No
    • You: Government is Clan
    • Your house: Has you as house head
    • One of these

      • All of these

        • exists = scope:recipient.house
        • Your house is not the target’s
      • or

        The character you target: Is Lowborn

    Then

    • Your house:
      • add_unity_value = { … }

• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists

Who can use it and sees it (is_available, is_shown) (23 lines of game script)
is_available = trigger_if = {
	limit = {
		is_ai = yes
	}
	stress_level >= 1
}
is_shown = OR = {
	scope:actor = {
		has_trait = forgiving
	}
	scope:actor = {
		any_character_struggle = {
			involvement = involved
			has_struggle_phase_parameter = unlocks_abandon_hook_for_all
			is_secondary_character_involvement_involved_trigger = {
				CHAR = scope:recipient
			}
		}
	}
}
scope:actor = {
	has_usable_hook = scope:recipient
}

As written in game/common/character_interactions/00_trait_interactions.txt.

Can be sent when (is_valid…) (22 lines of game script)
custom_description = {
	scope:actor = {
		NOT = {
			has_hook_of_type = {
				target = scope:recipient
				type = house_head_hook
			}
		}
	}
	text = need_non_house_head_hook
}
custom_description = {
	scope:actor = {
		NOT = {
			has_hook_of_type = {
				target = scope:recipient
				type = ritual_best_friend_hook
			}
		}
	}
	text = need_non_best_friend_hook
}

As written in game/common/character_interactions/00_trait_interactions.txt.

Effects (on_send, on_accept, on_decline) (61 lines of game script)
on_accept = scope:actor = {
	send_interface_toast = {
		type = event_toast_effect_neutral
		title = msg_abandon_hook_interaction_title
		left_icon = scope:actor
		right_icon = scope:recipient
		use_hook = scope:recipient
		if = {
			limit = {
				has_strong_hook = scope:recipient
			}
			stress_and_fulfillment_impact = {
				forgiving = major_stress_impact_loss
			}
		}
		else = {
			stress_and_fulfillment_impact = {
				forgiving = medium_stress_impact_loss
			}
		}
		scope:recipient = {
			add_opinion = {
				target = scope:actor
				modifier = forgiven_opinion
			}
		}
	}
}
add_clan_unity_interaction_effect = {
	CHARACTER = scope:actor
	TARGET = scope:recipient
	VALUE = minor_unity_gain
	DESC = clan_unity_abandon_hook.desc
	REVERSE_NON_HOUSE_TARGET = no
}
hidden_effect = {
	scope:actor = {
		if = {
			limit = {
				fp3_struggle_involves_one_supporter_and_one_detractor = {
					FIRST = scope:actor
					SECOND = scope:recipient
				}
				any_character_struggle = {
					involvement = involved
					phase_has_catalyst = catalyst_abandon_hook_on_supporter_detractor
				}
			}
			every_character_struggle = {
				involvement = involved
				activate_struggle_catalyst = {
					catalyst = catalyst_abandon_hook_on_supporter_detractor
					character = scope:actor
				}
				log_debug_variable_for_persian_struggle_effect = {
					VAR = concession_catalyst_abandon_hook_on_supporter_detractor
				}
			}
		}
	}
}

As written in game/common/character_interactions/00_trait_interactions.txt.

Category
Friendly actions
In the menu
main list
ID
abandon_hook_interaction

Source: game/common/character_interactions/00_trait_interactions.txt and the English localisation, Crusader Kings III 1.20.1.2. “You” is the character who sends it (scope:actor, or a puppet acting for you); “the character you target” is the recipient.

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