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

cost_prestige_for_break_betrothal_trigger

cost_prestige_for_break_betrothal_trigger = yes

game/common/scripted_triggers/00_marriage_triggers.txt, line 641 (31 lines). No parameters.

cost_prestige_for_break_betrothal_trigger is a scripted trigger in Crusader Kings III, written at line 641 of its file. It takes no parameters: cost_prestige_for_break_betrothal_trigger = yes (or no). The game's script calls it in 1 place, among them Break Betrothal (interaction). Patch 1.20.1.2, from game/common/scripted_triggers/00_marriage_triggers.txt.

What it checks

  • One of these

    • scope:rejected_betrothed:
      • One of these

        • is_close_family_of = scope:puppet_or_actor
        • or

          All of these

          • exists = dynasty
          • exists = scope:puppet_or_actor.dynasty
          • dynasty = scope:puppet_or_actor.dynasty
    • or

      scope:rejecting_betrothed:
      • One of these

        • is_close_family_of = scope:puppet_or_actor
        • or

          All of these

          • exists = dynasty
          • exists = scope:puppet_or_actor.dynasty
          • dynasty = scope:puppet_or_actor.dynasty
    • or

      scope:puppet_or_actor:
      • yields_alliance = { candidate = scope:rejecting_betrothed target = scope:rejected_betrothal_owner target_candidate = scope:rejected_betrothed }

• 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 (31 lines of game script)
cost_prestige_for_break_betrothal_trigger = {
	OR = {
		scope:rejected_betrothed = {
			OR = {
				is_close_family_of = scope:puppet_or_actor
				AND = {
					exists = dynasty
					exists = scope:puppet_or_actor.dynasty
					dynasty = scope:puppet_or_actor.dynasty
				}
			}
		}
		scope:rejecting_betrothed = {
			OR = {
				is_close_family_of = scope:puppet_or_actor
				AND = {
					exists = dynasty
					exists = scope:puppet_or_actor.dynasty
					dynasty = scope:puppet_or_actor.dynasty
				}
			}
		}
		scope:puppet_or_actor = {
			yields_alliance = {
				candidate = scope:rejecting_betrothed
				target = scope:rejected_betrothal_owner
				target_candidate = scope:rejected_betrothed
			}
		}
	}
}

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

Where it is used

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

Character interactions (1)

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

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