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

death_killer_always_public_trigger

death_killer_always_public_trigger = yes

game/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_crucified
    • or

      death_reason = death_burned_witch
    • or

      death_reason = death_torture
    • or

      death_reason = death_execution_blood_eagle
    • or

      death_reason = death_execution_blot
    • or

      death_reason = death_execution
    • or

      death_reason = death_dungeon
    • or

      death_reason = death_ritually_hung_then_eaten
    • or

      death_reason = death_ritually_hung
    • or

      death_reason = death_ritually_eaten
    • or

      death_reason = death_feast_ritually_eaten
    • or

      death_reason = death_hostage_execution
    • or

      death_reason = death_botched_decapitation
    • or

      death_reason = death_decapitated
    • or

      death_reason = death_sacrificed_to_gods
    • or

      death_reason = death_eaten
    • or

      death_reason = death_kennel
    • or

      death_reason = death_fight
    • or

      death_reason = death_battle
    • or

      death_reason = death_duel
    • or

      death_reason = death_beaten
    • or

      death_reason = death_killed_while_attempting_murder
    • or

      death_reason = death_carp_accident
    • or

      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.

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.

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