Scripted trigger
maa_regiments_valid_to_refill_trigger
maa_regiments_valid_to_refill_trigger = yesgame/common/scripted_triggers/00_laamp_triggers.txt, line 25 (10 lines). No parameters.
maa_regiments_valid_to_refill_trigger is a scripted trigger in Crusader Kings III, written at line 25 of its file. It takes no parameters: maa_regiments_valid_to_refill_trigger = yes (or no). The game's script calls it in 6 places, among them Refill Men-at-Arms (interaction), Refill Men-at-Arms (interaction) and …: Minister Sends Aid (event natural_disaster.6911). Patch 1.20.1.2, from game/common/scripted_triggers/00_laamp_triggers.txt.
What it checks
maa_current_troops_count < maa_max_troops_countIf
regiment_owner ?= { government_has_flag = government_is_landless_adventurer }is_unit_type = elephant_cavalry
Then
regiment_owner.domicile ?= { has_domicile_parameter = camp_reinforce_elephant_regiments_anywhere }
• 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 (10 lines of game script)
maa_regiments_valid_to_refill_trigger = {
maa_current_troops_count < maa_max_troops_count
trigger_if = {
limit = {
regiment_owner ?= { government_has_flag = government_is_landless_adventurer }
is_unit_type = elephant_cavalry
}
regiment_owner.domicile ?= { has_domicile_parameter = camp_reinforce_elephant_regiments_anywhere }
}
}As written in game/common/scripted_triggers/00_laamp_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls maa_regiments_valid_to_refill_trigger.
Character interactions (2)
- Refill Men-at-Arms
- Refill Men-at-Arms
Events (1)
- …: Minister Sends Aid
natural_disaster.6911
Source: game/common/scripted_triggers/00_laamp_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.