Scripted effect · Roads to Power files
bandit_king_maa_spawn_effect
bandit_king_maa_spawn_effect = yesgame/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)
- Levy the Outcasts
ep3_laamp_decision_event.1120
Scripted effects (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.