Scripted trigger
ai_activity_war_check
ai_activity_war_check = yesgame/common/scripted_triggers/00_activity_triggers.txt, line 648 (9 lines). No parameters.
ai_activity_war_check is a scripted trigger in Crusader Kings III, written at line 648 of its file. It takes no parameters: ai_activity_war_check = yes (or no). The game's script calls it in 11 places, among them Blót (activity), Chariot Race (activity) and Grand Rite (activity). Patch 1.20.1.2, from game/common/scripted_triggers/00_activity_triggers.txt.
What it checks
- If played by the AI:
- Is at not War
- Does not have “conqueror” (a variable the game's script sets)
• 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 (9 lines of game script)
ai_activity_war_check = {
trigger_if = {
limit = {
is_ai = yes
}
is_at_war = no
NOT = { has_variable = conqueror }
}
}As written in game/common/scripted_triggers/00_activity_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls ai_activity_war_check.
Source: game/common/scripted_triggers/00_activity_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.