Interaction · Hostile actions
Dismiss Hook
Force the recipient to give up their Hook. It will cost you Prestige and you will gain Tyranny.
What you need
You
To send it
- If your Government is Celestial:
- … have less than 800 Movement Power (…)
- Influence at least 250
- Otherwise: You have 1,500
To see it in the menu
One of these
- Has the Trait: Arbitrary
or
All of these
exists = var:movement_power- Movement power at least extremely high movement power value
- Your Government is Celestial
- If played by the AI: Dread at least 50
The character you target
Otherwise
- Is a vassal of you
- Has a Strong Hook on you
Dismiss Hook is a hostile character interaction in Crusader Kings III. Accepted automatically. It costs Influence (varies), Prestige (varies). Patch 1.20.1.2, from game/common/character_interactions/00_trait_interactions.txt.
Quick answers (2)
- Will the AI accept Dismiss Hook?
- Yes: it is accepted automatically.
- How much does Dismiss Hook cost?
- Influence (varies), Prestige (varies) (patch 1.20.1.2).
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
- The character you target:
remove_hook = { target = scope:actor }- Opinion: Lost a Strong Hook
- Tyranny +35
If
Then
- Your house:
add_unity_value = { … }
- Your house:
• 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) (31 lines of game script)
is_available = OR = {
has_trait = arbitrary
AND = {
exists = var:movement_power
var:movement_power >= extremely_high_movement_power_value
government_has_flag = government_is_celestial
}
}
trigger_if = {
limit = {
is_ai = yes
}
dread >= 50
}
is_shown = scope:recipient = {
trigger_if = {
limit = {
scope:actor = {
exists = var:movement_power
government_has_flag = government_is_celestial
}
}
exists = var:movement_power
government_has_flag = government_is_celestial
is_vassal_of = scope:actor.top_liege
}
trigger_else = {
is_vassal_of = scope:actor
}
has_strong_hook = scope:actor
}As written in game/common/character_interactions/00_trait_interactions.txt.
Can be sent when (is_valid…) (16 lines of game script)
scope:actor = {
trigger_if = {
limit = {
exists = var:movement_power
government_has_flag = government_is_celestial
}
custom_tooltip = {
text = actor_not_extremely_high_movement_power
var:movement_power >= extremely_high_movement_power_value
}
influence >= monumental_influence_value
}
trigger_else = {
prestige >= monumental_prestige_value
}
}As written in game/common/character_interactions/00_trait_interactions.txt.
Effects (on_send, on_accept, on_decline) (25 lines of game script)
on_accept = scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = msg_dismiss_hook_interaction_title
left_icon = scope:actor
right_icon = scope:recipient
scope:recipient = {
remove_hook = {
target = scope:actor
}
add_opinion = {
target = scope:actor
modifier = lost_strong_hook_opinion
}
}
add_tyranny = 35
}
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = medium_unity_gain
DESC = clan_unity_dismiss_strong_hook.desc
REVERSE_NON_HOUSE_TARGET = no
}As written in game/common/character_interactions/00_trait_interactions.txt.
- Category
- Hostile actions
- Cost: Influence
- varies
- Cost: Prestige
- varies
- In the menu
- main list
- ID
dismiss_strong_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.