Scripted effect
spawn_second_almohad_troops_effect
spawn_second_almohad_troops_effect = yesgame/common/scripted_effects/00_almohad_invasion_effects.txt, line 349 (28 lines). No parameters.
spawn_second_almohad_troops_effect is a scripted effect in Crusader Kings III, written at line 349 of its file. It takes no parameters: spawn_second_almohad_troops_effect = yes. The game's script calls it in 1 place, among them story_almohad_invasion (story cycle). Patch 1.20.1.2, from game/common/scripted_effects/00_almohad_invasion_effects.txt.
What it does
- If at War:
spawn_army = { … }
• 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 (28 lines of game script)
spawn_second_almohad_troops_effect = {
if = {
limit = {
is_at_war = yes
}
ordered_war_enemy = {
order_by = max_military_strength
position = 0
save_scope_as = powerful_war_enemy
}
spawn_army = {
uses_supply = yes
inheritable = no
name = second_almohad_event_troops
levies = {
if = {
limit = { exists = scope:powerful_war_enemy }
add = scope:powerful_war_enemy.max_military_strength
multiply = 2
}
else = {
add = 3000
}
}
location = capital_province
}
}
}As written in game/common/scripted_effects/00_almohad_invasion_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls spawn_second_almohad_troops_effect.
Story cycles (1)
- story_almohad_invasion
Source: game/common/scripted_effects/00_almohad_invasion_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.