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

had_gruesome_death_trigger

had_gruesome_death_trigger = yes

game/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_mistreatment
    • or

      death_reason = death_murder
    • or

      death_reason = death_ended_on_feast_table
    • or

      death_reason = death_mysterious
    • or

      death_reason = death_plotting
    • or

      death_reason = death_script_cruelty
    • or

      death_reason = death_punishment
    • or

      death_reason = death_dungeon
    • or

      death_reason = death_head_ripped_off
    • or

      death_reason = death_cloven_in_half
    • or

      death_reason = death_viciously_dismembered
    • or

      death_reason = death_ripped_apart_limb_by_limb
    • or

      death_reason = death_chopped_to_pieces
    • or

      death_reason = death_heart_ripped_out
    • or

      death_reason = death_fear
    • or

      death_reason = death_skull_cracked_open
    • or

      death_reason = death_strangled_with_own_intestines
    • or

      death_reason = death_carp_accident
    • or

      death_reason = death_whipping
    • 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_burned
    • or

      death_reason = death_eaten
    • or

      death_reason = death_beaten
    • or

      death_reason = death_sacrificed_to_gods
    • or

      death_reason = death_crucified
    • or

      death_reason = death_burned_witch
    • or

      death_reason = death_feast_accident
    • or

      death_reason = death_fall
    • or

      death_reason = death_poison
    • or

      death_reason = death_crocodile
    • or

      death_reason = death_dog_attack
    • or

      death_reason = death_wolves
    • or

      death_reason = death_bear
    • 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_botched_decapitation
    • or

      death_reason = death_decapitated
    • or

      death_reason = death_kennel
    • or

      death_reason = death_thrown_onto_chariot_track
    • or

      death_reason = death_thrown_off_kathisma
    • or

      death_reason = death_killed_while_attempting_murder
    • or

      death_reason = death_chariot_race_trick
    • or

      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)

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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