Scripted trigger
same_faith_clergy_war_trigger
same_faith_clergy_war_trigger = yesgame/common/scripted_triggers/00_war_and_peace_triggers.txt, line 921 (10 lines). No parameters.
same_faith_clergy_war_trigger is a scripted trigger in Crusader Kings III, written at line 921 of its file. It takes no parameters: same_faith_clergy_war_trigger = yes (or no). The game's script calls it in 2 places, among them holy_war_defensive_join_value (script value) and can_defensively_join_holy_war (scripted rules). Patch 1.20.1.2, from game/common/scripted_triggers/00_war_and_peace_triggers.txt.
The comment above it in the file
scope:attacker and scope:defender come from holy war defensive joining
What it checks
scope:attacker.faith = scope:defender.faith- scope:attacker: Their government has the government uses church authority flag
scope:defender:One of these
- Government is a Theocratic-type Government
or
Government is unplayable
• 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 (10 lines of game script)
same_faith_clergy_war_trigger = {
scope:attacker.faith = scope:defender.faith
scope:attacker = { government_has_flag = government_uses_church_authority }
scope:defender = {
OR = {
government_has_flag = government_is_theocracy
government_has_flag = government_is_holy_order
}
}
}As written in game/common/scripted_triggers/00_war_and_peace_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls same_faith_clergy_war_trigger.
Script values (1)
- holy_war_defensive_join_value
Scripted rules (1)
- can_defensively_join_holy_war
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.