Scripted trigger
had_gruesome_death_trigger
had_gruesome_death_trigger = yesgame/common/scripted_triggers/00_death_management_triggers.txt, line 22 (52 lines). No parameters.
had_gruesome_death_trigger is a scripted trigger in Crusader Kings III, written at line 22 of its file. It takes no parameters: had_gruesome_death_trigger = yes (or no). The game's script calls it in 3 places, among them bp2_hostage_system.0301 (event), On My Watch (event bp2_hostage_system.0300) and The Haunting (event court_yearly.5010). Patch 1.20.1.2, from game/common/scripted_triggers/00_death_management_triggers.txt.
What it checks
One of these
death_reason = death_physician_mistreatmentor
death_reason = death_murderor
death_reason = death_ended_on_feast_tableor
death_reason = death_mysteriousor
death_reason = death_plottingor
death_reason = death_script_crueltyor
death_reason = death_punishmentor
death_reason = death_dungeonor
death_reason = death_head_ripped_offor
death_reason = death_cloven_in_halfor
death_reason = death_viciously_dismemberedor
death_reason = death_ripped_apart_limb_by_limbor
death_reason = death_chopped_to_piecesor
death_reason = death_heart_ripped_outor
death_reason = death_fearor
death_reason = death_skull_cracked_openor
death_reason = death_strangled_with_own_intestinesor
death_reason = death_carp_accidentor
death_reason = death_whippingor
death_reason = death_tortureor
death_reason = death_execution_blood_eagleor
death_reason = death_execution_blotor
death_reason = death_executionor
death_reason = death_burnedor
death_reason = death_eatenor
death_reason = death_beatenor
death_reason = death_sacrificed_to_godsor
death_reason = death_crucifiedor
death_reason = death_burned_witchor
death_reason = death_feast_accidentor
death_reason = death_fallor
death_reason = death_poisonor
death_reason = death_crocodileor
death_reason = death_dog_attackor
death_reason = death_wolvesor
death_reason = death_bearor
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_botched_decapitationor
death_reason = death_decapitatedor
death_reason = death_kennelor
death_reason = death_thrown_onto_chariot_trackor
death_reason = death_thrown_off_kathismaor
death_reason = death_killed_while_attempting_murderor
death_reason = death_chariot_race_trickor
death_reason = death_snake
• 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 (52 lines of game script)
had_gruesome_death_trigger = { #Used to check if a character's death was gruesome
OR = {
death_reason = death_physician_mistreatment
death_reason = death_murder
death_reason = death_ended_on_feast_table
death_reason = death_mysterious
death_reason = death_plotting
death_reason = death_script_cruelty
death_reason = death_punishment
death_reason = death_dungeon
death_reason = death_head_ripped_off
death_reason = death_cloven_in_half
death_reason = death_viciously_dismembered
death_reason = death_ripped_apart_limb_by_limb
death_reason = death_chopped_to_pieces
death_reason = death_heart_ripped_out
death_reason = death_fear
death_reason = death_skull_cracked_open
death_reason = death_strangled_with_own_intestines
death_reason = death_carp_accident
death_reason = death_whipping
death_reason = death_torture
death_reason = death_execution_blood_eagle
death_reason = death_execution_blot
death_reason = death_execution
death_reason = death_burned
death_reason = death_eaten
death_reason = death_beaten
death_reason = death_sacrificed_to_gods
death_reason = death_crucified
death_reason = death_burned_witch
death_reason = death_feast_accident
death_reason = death_fall
death_reason = death_poison
death_reason = death_crocodile
death_reason = death_dog_attack
death_reason = death_wolves
death_reason = death_bear
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_botched_decapitation
death_reason = death_decapitated
death_reason = death_kennel
death_reason = death_thrown_onto_chariot_track
death_reason = death_thrown_off_kathisma
death_reason = death_killed_while_attempting_murder
death_reason = death_chariot_race_trick
death_reason = death_snake
}
}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 had_gruesome_death_trigger.
Events (3)
- bp2_hostage_system.0301
- On My Watch
bp2_hostage_system.0300 - The Haunting
court_yearly.5010
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.