Scripted trigger
death_killer_always_public_trigger
death_killer_always_public_trigger = yesgame/common/scripted_triggers/00_death_management_triggers.txt, line 75 (31 lines). No parameters.
death_killer_always_public_trigger is a scripted trigger in Crusader Kings III, written at line 75 of its file. It takes no parameters: death_killer_always_public_trigger = yes (or no). The game's script calls it in 3 places, among them death_management.0124 (event), … died (character memory types) and Hostage Died (character memory types). Patch 1.20.1.2, from game/common/scripted_triggers/00_death_management_triggers.txt.
What it checks
One of these
death_reason = death_crucifiedor
death_reason = death_burned_witchor
death_reason = death_tortureor
death_reason = death_execution_blood_eagleor
death_reason = death_execution_blotor
death_reason = death_executionor
death_reason = death_dungeonor
death_reason = death_ritually_hung_then_eatenor
death_reason = death_ritually_hungor
death_reason = death_ritually_eatenor
death_reason = death_feast_ritually_eatenor
death_reason = death_hostage_executionor
death_reason = death_botched_decapitationor
death_reason = death_decapitatedor
death_reason = death_sacrificed_to_godsor
death_reason = death_eatenor
death_reason = death_kennelor
death_reason = death_fightor
death_reason = death_battleor
death_reason = death_duelor
death_reason = death_beatenor
death_reason = death_killed_while_attempting_murderor
death_reason = death_carp_accidentor
death_reason = death_feast_accident
• 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)
death_killer_always_public_trigger = {
OR = {
# Executions
death_reason = death_crucified
death_reason = death_burned_witch
death_reason = death_torture
death_reason = death_execution_blood_eagle
death_reason = death_execution_blot
death_reason = death_execution
death_reason = death_dungeon
death_reason = death_ritually_hung_then_eaten
death_reason = death_ritually_hung
death_reason = death_ritually_eaten
death_reason = death_feast_ritually_eaten
death_reason = death_hostage_execution
death_reason = death_botched_decapitation
death_reason = death_decapitated
death_reason = death_sacrificed_to_gods
death_reason = death_eaten
death_reason = death_kennel
# Public Fights
death_reason = death_fight
death_reason = death_battle
death_reason = death_duel
death_reason = death_beaten
death_reason = death_killed_while_attempting_murder
# Accidents
death_reason = death_carp_accident
death_reason = death_feast_accident
}
}As written in game/common/scripted_triggers/00_death_management_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls death_killer_always_public_trigger.
Events (1)
Character memory types (2)
- … died
- Hostage Died
Source: game/common/scripted_triggers/00_death_management_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.