Scripted trigger · By God Alone files
incite_holy_war_ai_invalidation_trigger
incite_holy_war_ai_invalidation_trigger = { RECIPIENT = … SECONDARY = … }game/common/scripted_triggers/pam_scripted_triggers.txt, line 4872 (111 lines). Parameters: $RECIPIENT$, $SECONDARY$.
incite_holy_war_ai_invalidation_trigger is a scripted trigger in Crusader Kings III, in the By God Alone files, written at line 4872 of its file. A call passes 2 parameters: RECIPIENT and SECONDARY. The game's script calls it in 3 places, among them Incite Claim War (interaction), Incite Holy War (interaction) and pam_christian_situation_hof_incite_holy_war_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/pam_scripted_triggers.txt.
What it checks
One of these
$SECONDARY$ = { ai_zeal >= 80 }or
$SECONDARY$ = { ai_boldness >= 100 }or
scope:use_hook ?= yesor
If
a check the game hides
Then
All of these
scope:fund_war ?= yesscope:puppet_or_actor.major_gold_value >= $SECONDARY$.monumental_gold_value
or
All of these
scope:join_war ?= yesscope:puppet_or_actor.current_military_strength >= $RECIPIENT$.half_current_military_strength
or
If
a check the game hides
Then
current_military_strength <= $SECONDARY$.seventy_percent_of_current_military_strength
or
scope:puppet_or_actor:is_allied_to = $SECONDARY$
or
All of these
scope:puppet_or_actor.house.house_head ?= scope:puppet_or_actor$SECONDARY$.house ?= scope:puppet_or_actor.house
or
$SECONDARY$ = { has_relation_best_friend = scope:puppet_or_actor }or
$SECONDARY$ = { … }
$SECONDARY$ = { … }
• 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 (111 lines of game script)
incite_holy_war_ai_invalidation_trigger = {
#One condition must be true, and none of the NOR true
OR = {
$SECONDARY$ = { ai_zeal >= 80 }
$SECONDARY$ = { ai_boldness >= 100 }
#Being forced to (despite having precariously comparable mil strength)
scope:use_hook ?= yes
trigger_if = {
limit = {
exists = $SECONDARY$
}
AND = {
scope:fund_war ?= yes
scope:puppet_or_actor.major_gold_value >= $SECONDARY$.monumental_gold_value
}
}
AND = {
scope:join_war ?= yes
scope:puppet_or_actor.current_military_strength >= $RECIPIENT$.half_current_military_strength
}
#Can probably win
trigger_if = {
limit = {
exists = $SECONDARY$
}
current_military_strength <= $SECONDARY$.seventy_percent_of_current_military_strength
}
scope:puppet_or_actor = { is_allied_to = $SECONDARY$ }
AND = {
scope:puppet_or_actor.house.house_head ?= scope:puppet_or_actor
$SECONDARY$.house ?= scope:puppet_or_actor.house
}
$SECONDARY$ = {
has_relation_best_friend = scope:puppet_or_actor
}
AND = {
$SECONDARY$ = {
target_is_liege_or_above = scope:puppet_or_actor
has_dread_level_towards = {
target = scope:puppet_or_actor
level >= 2
}
}
}
}
$SECONDARY$ = {
NOR = {
ai_zeal < -80
opinion = {
target = scope:puppet_or_actor
value <= -90
}
opinion = {
target = $RECIPIENT$
value >= 75
}
has_any_good_relationship_with_character_trigger = { CHARACTER = $RECIPIENT$ }
rite = { rite_has_parameter = holy_wars_forbidden }
any_personal_tenet = {
OR = {
this = tenet:tenet_pacifism
this = tenet:tenet_dharmic_pacifism
}
}
AND = {
scope:puppet_or_actor = {
NOT = { rite = $SECONDARY$.rite }
}
any_tenet = {
scope:puppet_or_actor.rite = {
has_tenet_status = {
tenet = prev
status = core
}
}
$SECONDARY$.rite = {
has_tenet_status = {
tenet = prev
status = prohibited
}
}
}
}
$RECIPIENT$ = {
has_trait = greatest_of_khans
}
scope:target ?= {
NOT = {
tier = tier_county
}
any_de_jure_county = {
count >= 4
holder = {
target_is_same_character_or_above = $RECIPIENT$
}
any_county_province = {
is_county_capital = yes
OR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
has_dread_level_towards = {
target = $RECIPIENT$
level >= 2
}
}
}
}As written in game/common/scripted_triggers/pam_scripted_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls incite_holy_war_ai_invalidation_trigger.
Character interactions (2)
Scripted effects (1)
Source: game/common/scripted_triggers/pam_scripted_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.