Scripted trigger
prisoner_gives_warscore_for_trigger
prisoner_gives_warscore_for_trigger = { CHARACTER = … WAR = … }game/common/scripted_triggers/00_war_and_peace_triggers.txt, line 695 (32 lines). Parameters: $CHARACTER$, $WAR$.
prisoner_gives_warscore_for_trigger is a scripted trigger in Crusader Kings III, written at line 695 of its file. A call passes 2 parameters: CHARACTER and WAR. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_triggers/00_war_and_peace_triggers.txt.
What it checks
If
$WAR$.primary_defender = $CHARACTER$
Then
$WAR$.primary_attacker = { … }
Else if
$WAR$ = { primary_attacker = $CHARACTER$ }
Then
$WAR$.primary_defender = { … }
Otherwise
- Never
• 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)
prisoner_gives_warscore_for_trigger = {
save_temporary_scope_as = war_prisoner
#Character getting war score is primary defender
trigger_if = {
limit = { $WAR$.primary_defender = $CHARACTER$ }
$WAR$.primary_attacker = {
OR = {
this = scope:war_prisoner
#player_heir_position = {
#target = scope:war_prisoner
#value <= 3
#}
}
}
}
#Character getting war score is primary attacker
trigger_else_if = {
limit = { $WAR$ = { primary_attacker = $CHARACTER$ } }
$WAR$.primary_defender = {
OR = {
this = scope:war_prisoner
#player_heir_position = {
#target = scope:war_prisoner
#value <= 3
#}
}
}
}
trigger_else = {
always = no
}
}As written in game/common/scripted_triggers/00_war_and_peace_triggers.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_triggers/00_war_and_peace_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.