CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger · By God Alone files

divorce_can_cause_house_feud_trigger

divorce_can_cause_house_feud_trigger = yes

game/common/scripted_triggers/pam_scripted_triggers.txt, line 3835 (51 lines). No parameters.

divorce_can_cause_house_feud_trigger is a scripted trigger in Crusader Kings III, in the By God Alone files, written at line 3835 of its file. It takes no parameters: divorce_can_cause_house_feud_trigger = yes (or no). The game's script calls it in 3 places, among them Request Divorce (interaction), Request Divorce (interaction) and Justifying Divorce (event pam_interactions_events.0060). Patch 1.20.1.2, from game/common/scripted_triggers/pam_scripted_triggers.txt.

What it checks

  • scope:recipient: Intrigue at least 12
  • scope:divorcer › Their house’s house head:
    • If played by a person:
      • One of these

        • this = scope:divorcer
        • or

          this = scope:actor
    • One of these

      • this = scope:divorcer
      • or

        this = scope:actor
      • or

        is_close_family_of = scope:divorcer
  • scope:secondary_recipient:
    • Their house › Any house relation:
      • One of these

        • has_house_relation_level = quarrel
        • or

          has_house_relation_level = rivalry
        • or

          has_house_relation_level = neutral
      • Any relation house:
    • Their house’s house head:
      • One of these

        • this = scope:secondary_recipient
        • or

          is_close_family_of = scope:secondary_recipient
  • scope:divorcer.house.house_head:

• 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 (51 lines of game script)
divorce_can_cause_house_feud_trigger = {
	scope:recipient = {
		intrigue >= decent_skill_rating
	}
	scope:divorcer = {
		house.house_head = {
			trigger_if = {
				limit = {
					is_ai = no
				}
				OR = {
					this = scope:divorcer
					this = scope:actor
				}
			}
			OR = {
				this = scope:divorcer
				this = scope:actor
				is_close_family_of = scope:divorcer
			}
		}
	}
	scope:secondary_recipient = {
		house ?= {
			any_house_relation = {
				#Not already feuding or quite fond of one another
				OR = {
					has_house_relation_level = quarrel
					has_house_relation_level = rivalry
					has_house_relation_level = neutral
				}
				any_relation_house = {
					this = scope:divorcer.house
				}
			}
		}
		house.house_head = {
			trigger_if = {
				limit = {
					is_ai = no
				}
				this = scope:secondary_recipient
			}
			OR = {
				this = scope:secondary_recipient
				is_close_family_of = scope:secondary_recipient
			}
		}
	}
	scope:divorcer.house.house_head = { valid_for_feud_events_with_target_trigger = { TARGET = scope:secondary_recipient.house.house_head } }
}

As written in game/common/scripted_triggers/pam_scripted_triggers.txt.

Where it is used

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

Character interactions (2)

Events (1)

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

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