Scripted effect
on_declared_war_play_music
on_declared_war_play_music = yesgame/common/scripted_effects/00_war_effects.txt, line 22 (120 lines). No parameters.
on_declared_war_play_music is a scripted effect in Crusader Kings III, written at line 22 of its file. It takes no parameters: on_declared_war_play_music = yes. The game's script calls it in 1 place, among them on_declared_war (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_war_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (120 lines of game script)
on_declared_war_play_music = {
###############################
##### Attacker music
###############################
if = {
limit = {
exists = scope:war # silence error when building description before war exists
scope:war = { using_holy_war_cb_trigger = yes } # going CB->war->is this war's CB a certain type->yes
}
scope:attacker = { play_music_cue = mx_cue_crusade_starts }
}
else_if = {
limit = {
exists = scope:war
has_mpo_dlc_trigger = yes
OR = {
scope:attacker = {
government_has_flag = government_is_nomadic
any_character_situation = {
this = situation:the_great_steppe
}
}
scope:defender = {
government_has_flag = government_is_nomadic
any_character_situation = {
this = situation:the_great_steppe
}
}
}
}
scope:attacker = { play_music_cue = mx_cue_the_khans_glory }
}
else_if = {
limit = {
exists = scope:war
OR = {
scope:attacker = { fp3_character_any_involvement_persian_struggle_trigger = yes }
scope:defender = { fp3_character_any_involvement_persian_struggle_trigger = yes }
}
}
scope:attacker = { play_music_cue = strugglewar_cue }
}
else_if = {
limit = {
exists = scope:war
OR = {
scope:attacker = { fp2_character_any_involvement_iberian_struggle_trigger = yes }
scope:defender = { fp2_character_any_involvement_iberian_struggle_trigger = yes }
}
}
scope:attacker = { play_music_cue = mx_IberiaWar }
}
else_if = {
limit = {
exists = scope:war
scope:attacker = { fp1_is_norse_tribal = yes }
}
scope:attacker = { play_music_cue = mx_raid }
}
else = {
scope:attacker = { play_music_cue = mx_cue_war_declared }
}
###############################
##### Defender music
###############################
if = {
limit = {
exists = scope:war
OR = {
scope:attacker = { fp2_character_any_involvement_iberian_struggle_trigger = yes }
scope:defender = { fp2_character_any_involvement_iberian_struggle_trigger = yes }
}
}
scope:defender = { play_music_cue = mx_IberiaWar }
}
else_if = {
limit = {
exists = scope:war
has_mpo_dlc_trigger = yes
OR = {
scope:attacker = {
government_has_flag = government_is_nomadic
any_character_situation = {
this = situation:the_great_steppe
}
}
scope:defender = {
government_has_flag = government_is_nomadic
any_character_situation = {
this = situation:the_great_steppe
}
}
}
}
scope:defender = { play_music_cue = mx_cue_the_khans_glory }
}
else_if = {
limit = {
exists = scope:war
OR = {
scope:attacker = { fp3_character_any_involvement_persian_struggle_trigger = yes }
scope:defender = { fp3_character_any_involvement_persian_struggle_trigger = yes }
}
}
scope:defender = { play_music_cue = strugglewar_cue }
}
else_if = {
limit = {
exists = scope:war
scope:attacker = { fp1_is_norse_tribal = yes }
}
scope:defender = { play_music_cue = mx_raid }
}
else = {
scope:defender = {
play_music_cue = mx_cue_war_declared
}
}
}As written in game/common/scripted_effects/00_war_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls on_declared_war_play_music.
Scripted effects (1)
Source: game/common/scripted_effects/00_war_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.