Scripted trigger · Roads to Power files
ep3_switch_faction_war_sides_war_trigger
ep3_switch_faction_war_sides_war_trigger = yesgame/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:recipientprimary_attacker.joined_faction.faction_war ?= scope:faction_war_tempIf
is_defender = scope:recipient
Then
is_attacker = scope:actorNOT = { primary_defender = { is_allied_to = scope:recipient } }
Otherwise
is_defender = scope:actorNOT = { 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)
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.