Scripted effect · Roads to Power files
ep3_create_random_maa_regiment_effect
ep3_create_random_maa_regiment_effect = { OWNER = … SIZE = … }game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 8740 (553 lines). Parameters: $OWNER$, $SIZE$.
ep3_create_random_maa_regiment_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 8740 of its file. A call passes 2 parameters: OWNER and SIZE. The game's script calls it in 3 places, among them Make a Request (interaction), Make a Request (interaction) and Grand Ambitions: Call to Arms (event grand_ambitions.0110). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
The comment above it in the file
creates the maa type for OWNER of SIZE set by the above
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (120 lines of game script)
ep3_create_random_maa_regiment_effect = {
$OWNER$ = {
switch = {
trigger = scope:maa_to_create
flag:light_footmen = {
create_maa_or_upgrade_regiment_effect = {
TYPE = light_footmen
SIZE = $SIZE$
}
}
flag:bowmen = {
create_maa_or_upgrade_regiment_effect = {
TYPE = bowmen
SIZE = $SIZE$
}
}
flag:light_horsemen = {
create_maa_or_upgrade_regiment_effect = {
TYPE = light_horsemen
SIZE = $SIZE$
}
}
flag:pikemen_unit = {
create_maa_or_upgrade_regiment_effect = {
TYPE = pikemen_unit
SIZE = $SIZE$
}
}
flag:war_elephant = {
create_maa_or_upgrade_regiment_effect = {
TYPE = war_elephant
SIZE = $SIZE$
}
}
flag:camel_rider = {
create_maa_or_upgrade_regiment_effect = {
TYPE = camel_rider
SIZE = $SIZE$
}
}
flag:armored_horsemen = {
create_maa_or_upgrade_regiment_effect = {
TYPE = armored_horsemen
SIZE = $SIZE$
}
}
flag:onager = {
create_maa_or_upgrade_regiment_effect = {
TYPE = onager
SIZE = $SIZE$
}
}
flag:armored_footmen = {
create_maa_or_upgrade_regiment_effect = {
TYPE = armored_footmen
SIZE = $SIZE$
}
}
flag:mangonel = {
create_maa_or_upgrade_regiment_effect = {
TYPE = mangonel
SIZE = $SIZE$
}
}
flag:trebuchet = {
create_maa_or_upgrade_regiment_effect = {
TYPE = trebuchet
SIZE = $SIZE$
}
}
flag:crossbowmen = {
create_maa_or_upgrade_regiment_effect = {
TYPE = crossbowmen
SIZE = $SIZE$
}
}
flag:bombard = {
create_maa_or_upgrade_regiment_effect = {
TYPE = bombard
SIZE = $SIZE$
}
}
flag:paiks = {
create_maa_or_upgrade_regiment_effect = {
TYPE = paiks
SIZE = $SIZE$
}
}
flag:landsknecht = {
create_maa_or_upgrade_regiment_effect = {
TYPE = landsknecht
SIZE = $SIZE$
}
}
flag:goedendag = {
create_maa_or_upgrade_regiment_effect = {
TYPE = goedendag
SIZE = $SIZE$
}
}
flag:gendarme = {
create_maa_or_upgrade_regiment_effect = {
TYPE = gendarme
SIZE = $SIZE$
}
}
flag:picchieri = {
create_maa_or_upgrade_regiment_effect = {
TYPE = picchieri
SIZE = $SIZE$
}
}
flag:praetorian = {
create_maa_or_upgrade_regiment_effect = {
TYPE = praetorian
SIZE = $SIZE$
}
}
flag:chasseur = {
create_maa_or_upgrade_regiment_effect = {As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
The first 120 of its 553 lines; the rest is in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt from line 8740.
Where it is used
Every place in common/, events/ and history/ that calls ep3_create_random_maa_regiment_effect.
Character interactions (2)
Events (1)
- Grand Ambitions: Call to Arms
grand_ambitions.0110
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.