Scripted trigger · Roads to Power files
ep3_adventurer_ai_valid_war_target_trigger
ep3_adventurer_ai_valid_war_target_trigger = { ADVENTURER = … }game/common/scripted_triggers/07_ep3_triggers.txt, line 1363 (102 lines). Parameters: $ADVENTURER$.
ep3_adventurer_ai_valid_war_target_trigger is a scripted trigger in Crusader Kings III, in the Roads to Power files, written at line 1363 of its file. A call passes 1 parameter: ADVENTURER. The game's script calls it in 3 places, among them story_adventurer_ai (story cycle), on_adventurer_ai_war_target_arrival (on action) and ep3_adventurer_ai_war_find_target_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/07_ep3_triggers.txt.
What it checks
- Is landed
- Opinion from $ADVENTURER$ at most 0
in_diplomatic_range = $ADVENTURER$NOT = { is_at_war_with = $ADVENTURER$ }NOT = { is_allied_to = $ADVENTURER$ }- Current strength with allies less than $ADVENTURER$.current strength with allies seventy five percent value
- If government is a Tribal-type Government:
One of these
$ADVENTURER$.culture.culture_head ?= { government_has_flag = government_is_tribal }or
Their capital county’s culture › Any parent culture or above:this = $ADVENTURER$.culture
or
$ADVENTURER$.culture = { … }
$ADVENTURER$ = { … }
• 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 (102 lines of game script)
ep3_adventurer_ai_valid_war_target_trigger = {
is_landed = yes
reverse_opinion = {
target = $ADVENTURER$
value <= 0
}
in_diplomatic_range = $ADVENTURER$
NOR = {
is_at_war_with = $ADVENTURER$
is_allied_to = $ADVENTURER$
}
current_strength_with_allies_value < $ADVENTURER$.current_strength_with_allies_seventy_five_percent_value
save_temporary_scope_as = war_target_temp
trigger_if = {
limit = { government_has_flag = government_is_tribal }
OR = {
$ADVENTURER$.culture.culture_head ?= { government_has_flag = government_is_tribal }
capital_county.culture = {
any_parent_culture_or_above = { this = $ADVENTURER$.culture }
}
$ADVENTURER$.culture = {
any_parent_culture_or_above = { this = scope:war_target_temp.capital_county.culture }
}
}
}
$ADVENTURER$ = {
trigger_if = {
limit = { has_realm_law = camp_purpose_legitimists }
any_claim = {
tier >= tier_kingdom
holder = scope:war_target_temp
save_temporary_scope_as = claim_temp
}
can_declare_war = {
defender = scope:war_target_temp
casus_belli = claim_cb
claimant = $ADVENTURER$
target_titles = { scope:claim_temp }
}
}
trigger_else = {
OR = {
AND = {
scope:war_target_temp = {
any_held_title = {
count >= 1
title_tier = empire
save_temporary_scope_as = war_target_title_temp
}
}
can_declare_war = {
defender = scope:war_target_temp
casus_belli = ep3_laamp_adventurer_empire_invasion
target_titles = { scope:war_target_title_temp }
}
}
AND = {
scope:war_target_temp = {
any_held_title = {
count >= 1
title_tier = kingdom
save_temporary_scope_as = war_target_title_temp
}
}
can_declare_war = {
defender = scope:war_target_temp
casus_belli = ep3_laamp_adventurer_kingdom_invasion
target_titles = { scope:war_target_title_temp }
}
}
AND = {
scope:war_target_temp = {
any_held_title = {
count >= 1
title_tier = duchy
save_temporary_scope_as = war_target_title_temp
}
}
can_declare_war = {
defender = scope:war_target_temp
casus_belli = ep3_laamp_adventurer_duchy_invasion
target_titles = { scope:war_target_title_temp }
}
}
AND = {
scope:war_target_temp = {
any_held_title = {
count >= 1
title_tier = county
save_temporary_scope_as = war_target_title_temp
}
}
can_declare_war = {
defender = scope:war_target_temp
casus_belli = ep3_laamp_adventurer_county_invasion
target_titles = { scope:war_target_title_temp }
}
}
}
}
}
}As written in game/common/scripted_triggers/07_ep3_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls ep3_adventurer_ai_valid_war_target_trigger.
Story cycles (1)
- story_adventurer_ai
On actions (the game's own hooks) (1)
- on_adventurer_ai_war_target_arrival
Scripted effects (1)
Source: game/common/scripted_triggers/07_ep3_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.