CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

bandit_king_maa_spawn_effect

bandit_king_maa_spawn_effect = yes

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 2953 (178 lines). No parameters.

bandit_king_maa_spawn_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 2953 of its file. It takes no parameters: bandit_king_maa_spawn_effect = yes. The game's script calls it in 8 places, among them laamp_base_2031 (contract), laamp_base_3011 (contract) and laamp_base_3021 (contract). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

What it does

  • If has the Modifier: Bandits' Benefactor: You will get a small army consisting of Marauders and Poachers, or Looters and Bandits

• 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 (120 lines of game script)
bandit_king_maa_spawn_effect = {

	save_scope_as = bandit_king
	if = {
		limit = {
			has_character_modifier = bandit_king_modifier
		}
		set_variable = {
			name = maa_number
			value = 1
		}
		if = {
			limit = {
				scope:extra_reward ?= flag:yes
			}
			change_variable = {
				name = maa_number
				add = 2
			}
		}
		if = {
			limit = {
				calc_true_if = {
					amount >= 4
					has_trait_xp = {
						trait = gallowsbait
						track = bandit
						value >= 60
					}
					has_trait_xp = {
						trait = gallowsbait
						track = marauder
						value >= 60
					}
					has_trait_xp = {
						trait = gallowsbait
						track = poacher
						value >= 60
					}
					has_trait_xp = {
						trait = gallowsbait
						track = thief
						value >= 60
					}
					has_trait_xp = {
						trait = gallowsbait
						track = trickster
						value >= 60
					}
				}
			}
			change_variable = {
				name = maa_number
				add = 2
			}
		}
		else_if = {
			limit = {
				calc_true_if = {
					amount >= 2
					has_trait_xp = {
						trait = gallowsbait
						track = bandit
						value >= 60
					}
					has_trait_xp = {
						trait = gallowsbait
						track = marauder
						value >= 60
					}
					has_trait_xp = {
						trait = gallowsbait
						track = poacher
						value >= 60
					}
					has_trait_xp = {
						trait = gallowsbait
						track = thief
						value >= 60
					}
					has_trait_xp = {
						trait = gallowsbait
						track = trickster
						value >= 60
					}
				}
			}
			change_variable = {
				name = maa_number
				add = 1
			}
		}
		else_if = {
			limit = {
				OR = {
					has_trait_xp = {
						trait = gallowsbait
						track = bandit
						value >= 60
					}
					has_trait_xp = {
						trait = gallowsbait
						track = marauder
						value >= 60
					}
					has_trait_xp = {
						trait = gallowsbait
						track = poacher
						value >= 60
					}
					has_trait_xp = {
						trait = gallowsbait
						track = thief
						value >= 60
					}
					has_trait_xp = {
						trait = gallowsbait
						track = trickster
						value >= 60
					}

As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

The first 120 of its 178 lines; the rest is in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt from line 2953.

Where it is used

Every place in common/, events/ and history/ that calls bandit_king_maa_spawn_effect.

Task contracts (6)

  • laamp_base_2031
  • laamp_base_3011
  • laamp_base_3021
  • laamp_base_3031
  • laamp_base_3041
  • laamp_base_5051

Events (1)

Source: game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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