Scripted trigger · By God Alone files
pam_the_christian_church_ruler_died_in_battle_against_non_christian_catalyst_trigger
pam_the_christian_church_ruler_died_in_battle_against_non_christian_catalyst_trigger = yesgame/common/scripted_triggers/pam_scripted_triggers.txt, line 2254 (32 lines). No parameters.
pam_the_christian_church_ruler_died_in_battle_against_non_christian_catalyst_trigger is a scripted trigger in Crusader Kings III, in the By God Alone files, written at line 2254 of its file. It takes no parameters: pam_the_christian_church_ruler_died_in_battle_against_non_christian_catalyst_trigger = yes (or no). The game's script calls it in 1 place, among them on_death (on action). Patch 1.20.1.2, from game/common/scripted_triggers/pam_scripted_triggers.txt.
What it checks
- Is a ruler
If
a check the game hides
Then
death_reason = death_battle
Otherwise
- Has “battle death enemy” (a variable the game's script sets)
One of these
exists = scope:killeror
Has “battle death enemy” (a variable the game's script sets)
If a check the game hides passes: the same again (1 line)
- scope:killer: Their religion is Christianity
Otherwise
- Has “battle death enemy” (a variable the game's script sets)
- var:battle_death_enemy: Their religion is Christianity
- Any character situation:
• 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 (32 lines of game script)
pam_the_christian_church_ruler_died_in_battle_against_non_christian_catalyst_trigger = {
has_pam_dlc_trigger = yes
is_ruler = yes
# death_reason errors on living characters; in on_death the dier is still is_alive = yes, so use has_variable = battle_death_enemy there.
trigger_if = {
limit = { is_alive = no }
death_reason = death_battle
}
trigger_else = {
has_variable = battle_death_enemy
}
OR = {
exists = scope:killer
has_variable = battle_death_enemy
}
trigger_if = {
limit = { exists = scope:killer }
scope:killer = {
religion != religion:christianity_religion
}
}
trigger_else = {
has_variable = battle_death_enemy
var:battle_death_enemy = {
religion != religion:christianity_religion
}
}
any_character_situation = {
situation_type = the_christian_church
situation_top_has_catalyst = catalyst_the_christian_church_ruler_died_in_battle_against_non_christian
}
}As written in game/common/scripted_triggers/pam_scripted_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls pam_the_christian_church_ruler_died_in_battle_against_non_christian_catalyst_trigger.
On actions (the game's own hooks) (1)
- on_death
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.