CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger · Friends and Foes files

house_feud_ai_murder_start_trigger

house_feud_ai_murder_start_trigger = yes

game/common/scripted_triggers/03_bp1_scripted_triggers.txt, line 223 (24 lines). No parameters.

house_feud_ai_murder_start_trigger is a scripted trigger in Crusader Kings III, in the Friends and Foes files, written at line 223 of its file. It takes no parameters: house_feud_ai_murder_start_trigger = yes (or no). The game's script calls it in 1 place, among them bp1_house_feud.9501 (event). Patch 1.20.1.2, from game/common/scripted_triggers/03_bp1_scripted_triggers.txt.

What it checks

  • Their house › Any house relation:
    • has_house_relation_parameter = members_more_likely_to_scheme_hostile
    • Any relation house: Any house member:
  • If

    a check the game hides

    Then

    • NOT = { is_scheming_against = { target = scope:murder_victim_temp } }
    • NOT = { has_any_good_relationship_with_character_trigger = { CHARACTER = scope:murder_victim_temp } }
    • can_start_scheme = { type = murder target_character = scope:murder_victim_temp }

    Otherwise

    • Never

• 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 (24 lines of game script)
house_feud_ai_murder_start_trigger = {
	save_temporary_scope_as = instigator_temp
	house ?= {
		any_house_relation = {
			has_house_relation_parameter = members_more_likely_to_scheme_hostile
			any_relation_house = {
				NOT = { this = scope:instigator_temp.house }
				any_house_member = { save_temporary_scope_as = murder_victim_temp }
			}
		}
	}
	trigger_if = {
		limit = { exists = scope:murder_victim_temp }
		NOR = {
			is_scheming_against = { target = scope:murder_victim_temp }
			has_any_good_relationship_with_character_trigger = { CHARACTER = scope:murder_victim_temp }
		}
		can_start_scheme = {
			type = murder
			target_character = scope:murder_victim_temp
		}
	}
	trigger_else = { always = no }
}

As written in game/common/scripted_triggers/03_bp1_scripted_triggers.txt.

Where it is used

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

Source: game/common/scripted_triggers/03_bp1_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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