Scripted effect · Legacy of Persia files
create_seljuk_army_effect
create_seljuk_army_effect = yesgame/common/scripted_effects/01_dlc_fp3_scripted_effects.txt, line 1044 (260 lines). No parameters.
create_seljuk_army_effect is a scripted effect in Crusader Kings III, in the Legacy of Persia files, written at line 1044 of its file. It takes no parameters: create_seljuk_army_effect = yes. The game's script calls it in 1 place, among them Desperate Nomads (event fp3_story_cycle_seljuks_invasion_events.0002). Patch 1.20.1.2, from game/common/scripted_effects/01_dlc_fp3_scripted_effects.txt.
What it does
scope:lead_seljuk:If a check the game hides passes: the same again (2 lines)
If a check the game hides passes: the same again (1 line)
spawn_army = { … }
Otherwise
spawn_army = { … }
Otherwise
If a check the game hides passes: the same again (1 line)
spawn_army = { … }
Otherwise
spawn_army = { … }
scope:seljuk_nomad_horde:assign_commander = scope:lead_seljuk
• 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)
create_seljuk_army_effect = {
scope:lead_seljuk = { # Give them a sizable amount of troops to begin with so they don't instantly wipe out
if = {
limit = { has_dlc_feature = tours_and_tournaments }
# Give base_level troops that don't replenish
if = {
limit = {
has_mpo_dlc_trigger = yes
}
spawn_army = {
men_at_arms = {
type = nomadic_riders
stacks = {
value = seljuk_invasion_nomad_strength_score_levy
multiply = 2
divide = 100
}
}
men_at_arms = {
type = horse_archers
stacks = {
value = var:seljuk_invasion_nomad_strength_score
multiply = fp3_seljuk_stack_miniscule_value
multiply = scope:victim_strength_modifier
}
}
men_at_arms = {
type = accolade_maa_horse_archers
stacks = {
value = var:seljuk_invasion_nomad_strength_score
multiply = fp3_seljuk_stack_miniscule_value
multiply = scope:victim_strength_modifier
}
}
men_at_arms = {
type = heavy_horse_archers
stacks = {
value = var:seljuk_invasion_nomad_strength_score
multiply = fp3_seljuk_stack_miniscule_value
multiply = scope:victim_strength_modifier
}
}
men_at_arms = {
type = steppe_raiders
stacks = {
value = var:seljuk_invasion_nomad_strength_score
multiply = fp3_seljuk_stack_minor_value
multiply = scope:victim_strength_modifier
}
}
men_at_arms = {
type = nomad_lancers
stacks = {
value = var:seljuk_invasion_nomad_strength_score
multiply = fp3_seljuk_stack_miniscule_value
multiply = scope:victim_strength_modifier
}
}
men_at_arms = {
type = accolade_maa_outriders
stacks = {
value = var:seljuk_invasion_nomad_strength_score
multiply = fp3_seljuk_stack_miniscule_value
multiply = scope:victim_strength_modifier
}
}
men_at_arms = {
type = onager
stacks = {
value = seljuk_invasion_nomad_strength_score_siege_weapon
multiply = fp3_seljuk_stack_monumental_value
multiply = scope:victim_strength_modifier
}
}
location = scope:spawn_location
war = scope:war
war_keep_on_attacker_victory = yes
uses_supply = no
save_scope_as = seljuk_nomad_horde
name = fp3_seljuk_horde_army_title
}
}
else = {
spawn_army = {
levies = {
value = seljuk_invasion_nomad_strength_score_levy
multiply = 2
}
men_at_arms = {
type = horse_archers
stacks = {
value = var:seljuk_invasion_nomad_strength_score
multiply = fp3_seljuk_stack_miniscule_value
multiply = scope:victim_strength_modifier
}
}
men_at_arms = {
type = accolade_maa_horse_archers
stacks = {
value = var:seljuk_invasion_nomad_strength_score
multiply = fp3_seljuk_stack_miniscule_value
multiply = scope:victim_strength_modifier
}
}
men_at_arms = {
type = accolade_maa_horse_archers
stacks = {
value = var:seljuk_invasion_nomad_strength_score
multiply = fp3_seljuk_stack_miniscule_value
multiply = scope:victim_strength_modifier
}
}
men_at_arms = {
type = light_horsemen
stacks = {
value = var:seljuk_invasion_nomad_strength_score
multiply = fp3_seljuk_stack_minor_value
multiply = scope:victim_strength_modifier
}
}As written in game/common/scripted_effects/01_dlc_fp3_scripted_effects.txt.
The first 120 of its 260 lines; the rest is in game/common/scripted_effects/01_dlc_fp3_scripted_effects.txt from line 1044.
Where it is used
Every place in common/, events/ and history/ that calls create_seljuk_army_effect.
Events (1)
- Desperate Nomads
fp3_story_cycle_seljuks_invasion_events.0002
Source: game/common/scripted_effects/01_dlc_fp3_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.