Scripted trigger · By God Alone files
divorce_can_cause_house_feud_trigger
divorce_can_cause_house_feud_trigger = yesgame/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:divorceror
this = scope:actor
One of these
this = scope:divorceror
this = scope:actoror
is_close_family_of = scope:divorcer
- If played by a person:
scope:secondary_recipient:- Their house › Any house relation:
One of these
has_house_relation_level = quarrelor
has_house_relation_level = rivalryor
has_house_relation_level = neutral
- Any relation house:
- Their house’s house head:
One of these
this = scope:secondary_recipientor
is_close_family_of = scope:secondary_recipient
- Their house › Any house relation:
scope:divorcer.house.house_head:valid_for_feud_events_with_target_trigger = { TARGET = scope:secondary_recipient.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)
- Justifying Divorce
pam_interactions_events.0060
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.