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

Release your Anger

150PrestigeAccepted automatically

Challenge anyone to a Duel, inflicting Stress if you win.

What you need

You

To send it

  • You:
    • Is an Adult
    • Does not have the Trait: Pregnant
    • Does not have the Trait: Incapable
    • Does not have the Trait: Blind
    • Has none of the traits: Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux
    • NOT = { has_truce = scope:recipient }
    • Is not at war with the target
  • Also needed: not imprisoned

To see it in the menu

The character you target

  • Is an Adult
  • Does not have the Trait: Pregnant
  • Does not have the Trait: Incapable
  • Does not have the Trait: Blind
  • Also needed: none of the traits Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux · not imprisoned

Release your Anger is a hostile character interaction in Crusader Kings III. You need: Is not imprisoned. The character you target needs: Is an Adult, Does not have the Trait: Pregnant, Does not have the Trait: Incapable and 3 more. Accepted automatically. It costs 150 Prestige. Patch 1.20.1.2, from game/common/character_interactions/00_trait_interactions.txt.

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Quick answers (3)
What are the requirements for Release your Anger in CK3?
You: Is not imprisoned. The character you target: Is an Adult, Does not have the Trait: Pregnant, Does not have the Trait: Incapable, Does not have the Trait: Blind, Has none of the traits: Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux and Is not imprisoned. (patch 1.20.1.2)
Will the AI accept Release your Anger?
Yes: it is accepted automatically.
How much does Release your Anger cost?
150 Prestige (patch 1.20.1.2).

Will they accept?

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

What happens

Effects

  • Tyranny +5
  • Dread +5
  • The victor loses Stress
  • The loser gains Stress
  • If

    a check the game hides

    Then

    • clear_saved_scope = sc_finished
  • If

    • The sc attacker is not the sc defender

    Then

    • The sc attacker:
      • If

        • Does not have “temporary signature weapon” (a variable the game's script sets)
        • Any equipped character artifact:
          • artifact_slot_type = primary_armament
          • One of these

            • artifact_type = axe
            • or

              artifact_type = hammer
            • or

              artifact_type = spear
            • or

              artifact_type = mace
            • or

              artifact_type = dagger
            • or

              artifact_type = sword

        Then

        • One random equipped character artifact:
          • Where:
            • artifact_slot_type = primary_armament
            • One of these

              • artifact_type = axe
              • or

                artifact_type = hammer
              • or

                artifact_type = spear
              • or

                artifact_type = mace
              • or

                artifact_type = dagger
              • or

                artifact_type = sword
          • clear_saved_scope = equipped_signature_weapon
    • The sc defender:
      • If

        • Does not have “temporary signature weapon” (a variable the game's script sets)
        • Any equipped character artifact:
          • artifact_slot_type = primary_armament
          • One of these

            • artifact_type = axe
            • or

              artifact_type = hammer
            • or

              artifact_type = spear
            • or

              artifact_type = mace
            • or

              artifact_type = dagger
            • or

              artifact_type = sword

        Then

        • One random equipped character artifact:
          • Where:
            • artifact_slot_type = primary_armament
            • One of these

              • artifact_type = axe
              • or

                artifact_type = hammer
              • or

                artifact_type = spear
              • or

                artifact_type = mace
              • or

                artifact_type = dagger
              • or

                artifact_type = sword
          • clear_saved_scope = equipped_signature_weapon
    • The sc defender: Event single_combat.0001

    Otherwise

    • error_log = debug_log.single_combat_setup.attacker_and_defender_same_person
  • 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 = { … }

Events it fires: single_combat.0001

• 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) (13 lines of game script)
is_available = trigger_if = {
	limit = {
		is_ai = yes
	}
	stress_level >= 1
	can_start_single_combat_trigger = yes
	is_imprisoned = no
	has_trait = irritable
}
is_shown = scope:actor = {
	has_trait = irritable
}
scope:actor != scope:recipient

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

Can be sent when (is_valid…) (30 lines of game script)
scope:actor = {
	custom_description = {
		stress_level >= 1
		text = not_enough_stress
	}
}
rival_single_combat_shown_and_not_invalid_trigger = yes
scope:recipient = {
	can_start_single_combat_trigger = yes
}
scope:recipient = {
	custom_description = {
		text = fp1_tbc_recipient_banned_from_combat
		can_start_single_combat_banned_checks_trigger = no
	}
}
scope:actor = {
	is_imprisoned = no
}
scope:recipient = {
	is_imprisoned = no
}
scope:actor = {
	custom_description = {
		text = character_interactions_hostile_actions_disabled_delay
		NOT = {
			has_character_flag = flag_hostile_actions_disabled_delay
		}
	}
}

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

Effects (on_send, on_accept, on_decline) (29 lines of game script)
on_send = scope:actor = {
	add_character_flag = {
		flag = flag_hostile_actions_disabled_delay
		days = 10
	}
}
on_accept = scope:actor = {
	add_tyranny = 5
	add_dread = 5
	custom_tooltip = challenge_to_single_combat_interaction.victor_gets.tt
	custom_tooltip = challenge_to_single_combat_interaction.loser_gets.tt
}
configure_start_single_combat_effect = {
	SC_INITIATOR = scope:actor
	SC_ATTACKER = scope:actor
	SC_DEFENDER = scope:recipient
	FATALITY = no
	FIXED = no
	LOCALE = terrain_scope
	OUTPUT_EVENT = perk_interaction.0101
	INVALIDATION_EVENT = fp1_tbc.0102
}
add_clan_unity_interaction_effect = {
	CHARACTER = scope:actor
	TARGET = scope:recipient
	VALUE = medium_unity_loss
	DESC = clan_unity_released_anger.desc
	REVERSE_NON_HOUSE_TARGET = no
}

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

Category
Hostile actions
Cost: Prestige
150
Again on the same character
after 10 years
In the menu
main list
ID
force_duel_anyone_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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