CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger

abduct_family_rivalling_trigger

abduct_family_rivalling_trigger = yes

game/common/scripted_triggers/00_scheme_triggers.txt, line 1014 (25 lines). No parameters.

abduct_family_rivalling_trigger is a scripted trigger in Crusader Kings III, written at line 1014 of its file. It takes no parameters: abduct_family_rivalling_trigger = yes (or no). The game's script calls it in 2 places, among them abduction_rivalry_progress_effect (scripted effect) and abduction_rivalry_progress_tooltip_forecast_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_scheme_triggers.txt.

What it checks

  • is_close_family_of = scope:owner
  • NOT = { has_relation_nemesis = scope:owner }
  • If

    • scope:owner:
      • has_imprisonment_reason = scope:target

    Then

    Otherwise

• 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 (25 lines of game script)
abduct_family_rivalling_trigger = {
	is_close_family_of = scope:owner
	NOT = {
		has_relation_nemesis = scope:owner
	}
	trigger_if = {
		limit = {
			scope:owner = {
				has_imprisonment_reason = scope:target
			}
		}
		NOR = {
			has_trait = forgiving
			has_trait = craven
			#Just characters know they deserve this
			ai_honor >= medium_positive_ai_value
		}
	}
	trigger_else = {
		NOR = {
			has_trait = forgiving
			has_trait = craven
		}
	}
}

As written in game/common/scripted_triggers/00_scheme_triggers.txt.

Where it is used

Every place in common/, events/ and history/ that calls abduct_family_rivalling_trigger.

Source: game/common/scripted_triggers/00_scheme_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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