Scripted trigger · Khans of the Steppe files
mpo_blood_brother_common_enemy_sub_trigger
mpo_blood_brother_common_enemy_sub_trigger = yesgame/common/scripted_triggers/mpo_scripted_triggers.txt, line 1079 (68 lines). No parameters.
mpo_blood_brother_common_enemy_sub_trigger is a scripted trigger in Crusader Kings III, in the Khans of the Steppe files, written at line 1079 of its file. It takes no parameters: mpo_blood_brother_common_enemy_sub_trigger = yes (or no). The game's script calls it in 2 places, among them make_blood_brother_save_common_enemy_effect (scripted effect) and mpo_blood_brother_common_enemy_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/mpo_scripted_triggers.txt.
What it checks
One of these
has_relation_rival = scope:recipientor
All of these
- Does not have “rebel leader peasants” (a variable the game's script sets)
save_temporary_scope_as = root_temp- Any character war:
is_war_leader = scope:root_tempis_war_leader = scope:recipient
or
Any targeting faction › Any faction member:this = scope:recipient
or
All of these
- Is not an Independent Ruler
save_temporary_scope_as = rival_temp- Their liege › Any targeting faction › Any faction member:
this = scope:rival_temp
or
Any held title:save_temporary_scope_as = title_tempscope:recipient:has_claim_on = scope:title_temp
None of these
scope:actor:has_claim_on = scope:title_temp
or
Any claim:save_temporary_scope_as = claim_tempholder ?= scope:recipientNone of these
scope:actor:has_claim_on = scope:claim_temp
or
All of these
exists = house.house_headexists = scope:recipient.houseexists = scope:actor.houseNOT = { house = scope:actor.house }NOT = { house = scope:recipient.house }NOT = { scope:actor.house = scope:recipient.house }- Their house › Any house relation:
has_house_relation_level = feud- Any relation house:
this = scope:recipient.house
• 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 (68 lines of game script)
mpo_blood_brother_common_enemy_sub_trigger = {
NOR = {
this = scope:recipient
this = scope:actor
}
OR = {
#Rival of common foe
has_relation_rival = scope:recipient
#Is at war with common foe, you're not involved
AND = {
NOT = { has_variable = rebel_leader_peasants }
save_temporary_scope_as = root_temp
any_character_war = {
is_war_leader = scope:root_temp
is_war_leader = scope:recipient
}
}
#Is in a faction against common foe
any_targeting_faction = {
any_faction_member = {
this = scope:recipient
}
}
#common foe is in a faction against recipient
AND = {
is_independent_ruler = no
save_temporary_scope_as = rival_temp
liege ?= {
any_targeting_faction = {
any_faction_member = { this = scope:rival_temp }
}
}
}
#Recipient is title claimant against common foe
any_held_title = {
save_temporary_scope_as = title_temp
scope:recipient = { has_claim_on = scope:title_temp }
NOT = {
scope:actor = { has_claim_on = scope:title_temp }
}
}
#common foe is title claimant against recipient
any_claim = {
save_temporary_scope_as = claim_temp
holder ?= scope:recipient
NOT = {
scope:actor = { has_claim_on = scope:claim_temp }
}
}
#Has house feud with common foe's house
AND = {
exists = house.house_head
exists = scope:recipient.house
exists = scope:actor.house
NOR = {
house = scope:actor.house
house = scope:recipient.house
scope:actor.house = scope:recipient.house
}
house = {
any_house_relation = {
has_house_relation_level = feud
any_relation_house = { this = scope:recipient.house }
}
}
}
}
}As written in game/common/scripted_triggers/mpo_scripted_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls mpo_blood_brother_common_enemy_sub_trigger.
Scripted effects (1)
Scripted triggers (1)
Source: game/common/scripted_triggers/mpo_scripted_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.