Scripted trigger · Friends and Foes files
house_feud_ai_seduce_start_trigger
house_feud_ai_seduce_start_trigger = yesgame/common/scripted_triggers/03_bp1_scripted_triggers.txt, line 248 (47 lines). No parameters.
house_feud_ai_seduce_start_trigger is a scripted trigger in Crusader Kings III, in the Friends and Foes files, written at line 248 of its file. It takes no parameters: house_feud_ai_seduce_start_trigger = yes (or no). The game's script calls it in 1 place, among them bp1_house_feud.9502 (event). Patch 1.20.1.2, from game/common/scripted_triggers/03_bp1_scripted_triggers.txt.
What it checks
- Does not have the Trait: Chaste
- Does not have the Trait: Monk
might_cheat_on_every_partner_trigger = yes- Their house › Any house relation:
has_house_relation_parameter = members_more_likely_to_scheme_hostile- Any relation house › Any house member:
- Is married
- Any spouse:
NOT = { has_any_good_relationship_with_character_trigger = { CHARACTER = scope:seduce_victim_temp } }
If
a check the game hides
Then
NOT = { has_any_good_relationship_with_character_trigger = { CHARACTER = scope:seduce_victim_temp } }NOT = { has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:seduce_spouse_temp } }can_start_scheme = { type = seduce target_character = scope:seduce_spouse_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 (47 lines of game script)
house_feud_ai_seduce_start_trigger = {
save_temporary_scope_as = instigator_temp
NOR = {
has_trait = chaste
has_trait = devoted
}
might_cheat_on_every_partner_trigger = yes
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 = {
is_married = yes
save_temporary_scope_as = seduce_victim_temp
any_spouse = {
trigger_if = {
limit = {
exists = house
house != scope:seduce_victim_temp.house
}
}
NOT = {
has_any_good_relationship_with_character_trigger = { CHARACTER = scope:seduce_victim_temp }
}
save_temporary_scope_as = seduce_spouse_temp
}
}
}
}
}
trigger_if = {
limit = {
exists = scope:seduce_victim_temp
exists = scope:seduce_spouse_temp
}
NOR = {
has_any_good_relationship_with_character_trigger = { CHARACTER = scope:seduce_victim_temp }
has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:seduce_spouse_temp }
}
can_start_scheme = {
type = seduce
target_character = scope:seduce_spouse_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_seduce_start_trigger.
Events (1)
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.