Scripted effect · Roads to Power files
ep3_pick_random_maa_regiment_effect
ep3_pick_random_maa_regiment_effect = { INCLUDE_BASIC_MAA = … INCLUDE_SIEGE_MAA = … OWNER = … }game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 7778 (960 lines). Parameters: $INCLUDE_BASIC_MAA$, $INCLUDE_SIEGE_MAA$, $OWNER$.
ep3_pick_random_maa_regiment_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 7778 of its file. A call passes 3 parameters: INCLUDE_BASIC_MAA, INCLUDE_SIEGE_MAA and OWNER. 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
Picks a random valid maa type for OWNER to create
What it does
$OWNER$ = { … }If
a check the game hides
Then
- 1 of 4 things will happen:
- 25%: Nothing else happens
- 25%: Nothing else happens
- 25%: Nothing else happens
- 25%: Nothing else happens
- 1 of 4 things will happen:
• 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)
ep3_pick_random_maa_regiment_effect = {
save_temporary_scope_value_as = {
name = include_basic_maa
value = $INCLUDE_BASIC_MAA$
}
save_temporary_scope_value_as = {
name = include_siege_maa
value = $INCLUDE_SIEGE_MAA$
}
$OWNER$ = {
random_list = {
1 = {
trigger = {
scope:include_basic_maa = yes
}
save_scope_value_as = {
name = maa_to_create
value = flag:light_footmen
}
}
1 = {
trigger = {
scope:include_basic_maa = yes
}
save_scope_value_as = {
name = maa_to_create
value = flag:bowmen
}
}
1 = {
trigger = {
scope:include_basic_maa = yes
}
save_scope_value_as = {
name = maa_to_create
value = flag:light_horsemen
}
}
1 = {
trigger = {
scope:include_basic_maa = yes
}
save_scope_value_as = {
name = maa_to_create
value = flag:pikemen_unit
}
}
# TRIBAL
1 = {
trigger = {
culture = { has_innovation = innovation_elephantry }
}
save_scope_value_as = {
name = maa_to_create
value = flag:war_elephant
}
}
1 = {
trigger = {
culture = { has_innovation = innovation_war_camels }
}
save_scope_value_as = {
name = maa_to_create
value = flag:camel_rider
}
}
1 = {
trigger = {
culture = { has_innovation = innovation_arched_saddle }
}
save_scope_value_as = {
name = maa_to_create
value = flag:armored_horsemen
}
}
1 = {
trigger = {
culture = {
has_innovation = innovation_catapult
culture_uses_eastern_siege_weapons_trigger = no
}
scope:include_siege_maa = yes
}
save_scope_value_as = {
name = maa_to_create
value = flag:onager
}
}
1 = {
trigger = {
culture = {
has_innovation = innovation_catapult
culture_uses_eastern_siege_weapons_trigger = yes
}
scope:include_siege_maa = yes
}
save_scope_value_as = {
name = maa_to_create
value = flag:ballista
}
}
# EARLY
1 = {
trigger = {
culture = { has_innovation = innovation_quilted_armor }
}
save_scope_value_as = {
name = maa_to_create
value = flag:armored_footmen
}
}
1 = {
trigger = {
culture = {
has_innovation = innovation_mangonel
culture_uses_eastern_siege_weapons_trigger = no
}
scope:include_siege_maa = yes
}
save_scope_value_as = {As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
The first 120 of its 960 lines; the rest is in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt from line 7778.
Where it is used
Every place in common/, events/ and history/ that calls ep3_pick_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.