Scripted effect · The Northern Lords files
forge_the_jomsvikings_maa_reward_effect
forge_the_jomsvikings_maa_reward_effect = yesgame/common/scripted_effects/01_dlc_fp1_scripted_effects.txt, line 636 (21 lines). No parameters.
forge_the_jomsvikings_maa_reward_effect is a scripted effect in Crusader Kings III, in the The Northern Lords files, written at line 636 of its file. It takes no parameters: forge_the_jomsvikings_maa_reward_effect = yes. The game's script calls it in 5 places, among them Forging the Jomsvikings (event fp1_major_decisions.0031), Forging the Jomsvikings (event fp1_major_decisions.0032) and Forging the Jomsvikings (event fp1_major_decisions.0033). Patch 1.20.1.2, from game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (21 lines of game script)
forge_the_jomsvikings_maa_reward_effect = {
spawn_army = {
levies = { add = 500 }
men_at_arms = {
type = jomsviking_pirates
stacks = 4
}
men_at_arms = {
type = varangian_veterans
stacks = 2
}
men_at_arms = {
type = bondi
stacks = 4
}
inheritable = yes
uses_supply = yes
location = scope:founder.capital_province
name = fp1_jomsvikings_event_troops
}
}As written in game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls forge_the_jomsvikings_maa_reward_effect.
Events (4)
- Forging the Jomsvikings
fp1_major_decisions.0031 - Forging the Jomsvikings
fp1_major_decisions.0032 - Forging the Jomsvikings
fp1_major_decisions.0033 - fp1_jomsvikings.1011
Scripted effects (1)
Source: game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.