CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger · Roads to Power files

ep3_switch_faction_war_sides_war_trigger

ep3_switch_faction_war_sides_war_trigger = yes

game/common/scripted_triggers/07_ep3_triggers.txt, line 1328 (27 lines). No parameters.

ep3_switch_faction_war_sides_war_trigger is a scripted trigger in Crusader Kings III, in the Roads to Power files, written at line 1328 of its file. It takes no parameters: ep3_switch_faction_war_sides_war_trigger = yes (or no). The game's script calls it in 2 places, among them Coax to Faction War Side (interaction) and ep3_switch_faction_war_sides_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/07_ep3_triggers.txt.

What it checks

  • is_participant = scope:recipient
  • primary_attacker.joined_faction.faction_war ?= scope:faction_war_temp
  • If

    • is_defender = scope:recipient

    Then

    • is_attacker = scope:actor
    • NOT = { primary_defender = { is_allied_to = scope:recipient } }

    Otherwise

    • is_defender = scope:actor
    • NOT = { primary_attacker = { is_allied_to = scope:recipient } }
  • NOT = { is_war_leader = scope:recipient }
  • primary_attacker.joined_faction.special_character != scope:recipient

• 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 (27 lines of game script)
ep3_switch_faction_war_sides_war_trigger = {
	# Recipient involved in war
	is_participant = scope:recipient
	# Is a Faction war
	save_temporary_scope_as = faction_war_temp
	primary_attacker.joined_faction.faction_war ?= scope:faction_war_temp
	# Actor and recipient on opposing sides
	trigger_if = {
		limit = { is_defender = scope:recipient }
		is_attacker = scope:actor
		# Recipient must not be an ally of the opposing war leader
		NOT = {
			primary_defender = { is_allied_to = scope:recipient }
		}
	}
	trigger_else = {
		is_defender = scope:actor
		# Recipient must not be an ally of the opposing war leader
		NOT = {
			primary_attacker = { is_allied_to = scope:recipient }
		}
	}
	# Recipient must not be a war leader
	NOT = { is_war_leader = scope:recipient }
	# Recipient must not be the claimant
	primary_attacker.joined_faction.special_character != scope:recipient
}

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_switch_faction_war_sides_war_trigger.

Character interactions (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.

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