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

Dismiss Hook

variesInfluencevariesPrestigeAccepted automatically

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

To see it in the menu

The character you target

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.

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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 Weak Hook
    • If

      • The target char: Highest held Title is more than Barony Rank
      • One of these

        • Highest held Title is at most Barony Rank
        • or

          highest_held_title_tier <= { value = scope:target_char.highest_held_title_tier subtract = 3 }
      • None of these

        • Is family of the target char
        • Is the target char’s consort
        • Any heir title:
          • tier >= { value = scope:target_char.highest_held_title_tier subtract = 2 }

      Then

      • If

        • Does not have the target char as grudge

        Then

        • If a check the game hides passes: the same again (1 line)
          Else if a check the game hides passes: the same again (1 line)
          Else if a check the game hides passes: the same again (1 line)

          Otherwise

        Otherwise

        • Opinion: Grudge Exacerbated (-20)

      Else if

      • Has the target char as potential rival
      • Is an Adult
      • The target char: Is an Adult
      • Does not have the target char as friend
      • Does not have the target char as best friend
      • Does not have the target char as rival
      • Does not have the target char as nemesis

      Then

      • If a check the game hides passes: the same again (1 line)
        Else if a check the game hides passes: the same again (1 line)
        Else if a check the game hides passes: the same again (1 line)

        Otherwise

      Otherwise

      • If

        • Does not have the target char as friend
        • Does not have the target char as best friend
        • Does not have the target char as rival
        • Does not have the target char as nemesis
        • Does not have the target char as potential rival

        Then

        • set_relation_potential_rival = scope:target_char
      • If

        • NOT = { scope:rival_opinion = 0 }

        Then

        • If

          • The target char: Is played by the AI

          Then

          • The target char gains the opinion “Hatred” of them
        • Opinion: Hatred
  • Tyranny +15
  • 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) (33 lines of game script)
is_available = OR = {
	has_trait = arbitrary
	AND = {
		exists = var:movement_power
		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_usable_hook = scope:actor
	NOT = {
		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_high_movement_power
			var:movement_power >= high_movement_power_value
		}
		influence >= major_influence_value
	}
	trigger_else = {
		prestige >= major_prestige_value
	}
}

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

Effects (on_send, on_accept, on_decline) (30 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_weak_hook_opinion
			}
			progress_towards_rival_effect = {
				CHARACTER = scope:actor
				REASON = rival_dismissed_weak_hook
				OPINION = default_rival_opinion
			}
		}
		add_tyranny = 15
	}
}
add_clan_unity_interaction_effect = {
	CHARACTER = scope:actor
	TARGET = scope:recipient
	VALUE = minor_unity_gain
	DESC = clan_unity_dismiss_weak_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_weak_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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