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Zarathustra_the

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@Meneth @Divine hey guys, it appears the damage_unit and damage_unit_morale effects are broken. When used in the following way In a scripted effect, all the effects defined after are registered as unknown tokens. I am not sure if it is just an issue with damage_unit, but it does seem as if there is something strange happening.
Code:
magic_dmg_effect = {
    while = {
        limit = {
            event_target:magic_caster = {
                check_variable = { which = zdmg value = 1    }
            }
        }   
        event_target:magic_caster = {
            subtract_variable = { which = zdmg value = 1 }
        }
        random_list = {
            1 = {

            }
            4 = {
                damage_unit = 5
            }
            2 = {
                damage_unit = 10
            }
            1 = {
                damage_unit = 15
            }
            1 = {
                damage_unit = 20
            }
            1 = {
                damage_unit = 25
            }                           
        }
    }
}
 

Divine

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damage_unit effect has the following syntax:

damage_unit = {
amount = x OR percentage = x
(type = <unit_type>)
}

Where valid unit types are corresponding to the base unit types; light_infantry, heavy_infantry, pikemen, light_cavalry, knights, archers, special_troops, galleys, light_troops, or heavy_troops. It should also be able to find defined special troops. The effect needs either an amount or a percentage set. The targeted unit type is an optional syntax.
 

Zarathustra_the

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damage_unit effect has the following syntax:

damage_unit = {
amount = x OR percentage = x
(type = <unit_type>)
}

Where valid unit types are corresponding to the base unit types; light_infantry, heavy_infantry, pikemen, light_cavalry, knights, archers, special_troops, galleys, light_troops, or heavy_troops. It should also be able to find defined special troops. The effect needs either an amount or a percentage set. The targeted unit type is an optional syntax.
So I need to define the unit type as well?

Further query, Can I use the any_controlled_unit scope from within the random_army scope to grab all the units in the army itself? Or will I need to scope via an alternative means to grab units belonging to an enemy at a specific province?
 
Last edited:

ngppgn

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damage_unit effect has the following syntax:

damage_unit = {
amount = x OR percentage = x
(type = <unit_type>)
}

Where valid unit types are corresponding to the base unit types; light_infantry, heavy_infantry, pikemen, light_cavalry, knights, archers, special_troops, galleys, light_troops, or heavy_troops. It should also be able to find defined special troops. The effect needs either an amount or a percentage set. The targeted unit type is an optional syntax.

So we now can sink ships!? Wonderful!

BTW, what are counted as light_troops and heavy_troops, and how are they affected when an amount = x is given? Do each of the light troop type lose x or is x the joint loss?
 

Zarathustra_the

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So we now can sink ships!? Wonderful!

BTW, what are counted as light_troops and heavy_troops, and how are they affected when an amount = x is given? Do each of the light troop type lose x or is x the joint loss?

NPGN the Light Infantry and Heavy Infantry are the default troop types. So the heavy infantry and Light Infantry you can get from holdings for instance. Looking at that, only special_troops is going to hit multiple types of troops at once.