When writing script or triggers for ancillaries or traits, it’s really important to understand which events will work with which conditions.
If we take the ‘FactionTurnStart’ event for an example:
Code:
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Identifier: FactionTurnStart
Event: A Faction has started its turn
Exports: faction
Class: ET_FACTION_TURN_START
Author: Guy
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As you can see in the ‘exports’ line, it has ‘faction’ listed there. What that means is that it will work with any condition that has ‘faction’ in its ‘trigger requirement’ line. For example the ‘FactionType’ condition will works with the ‘FactionTurnStart’ event:
Code:
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Identifier: FactionType
Trigger requirements: faction
Parameters: faction type
Sample use: FactionType romans_julii
Description: Test the faction type
Battle or Strat: Either
Class: FACTION_TYPE_CHECK
Implemented: Yes
Author: Lee
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Rorarii: If you just wanted to change the script so it runs when a Crusade is called against Edoras, this should probably work: