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I wrote it without thinking, if implemented in this way, then a new division will be created each time.
# code1
immediate = {
create_unit = {
random_sub_unit = {
destroy_subunit = yes
}
save_scope_as = catus_unit
}
}
And you use this tip just below) in class 99_catus_army.2 without #code1
overlooked, sorry
\common\event_pictures\create_new_file.txt
#code create_new_file.txt:
Name_bg = {
theme = Wonder
picture = "gfx/interface/event_window/Name_picture.dds"
# image format: .dds
}
event:
ID = {
type = country_event
title = "ID"
desc = "ID"
picture = Name_bg
}
Create Navy:
It is necessary to give the user a choice in which sea he wants to create a fleet.
We prescribe the identifiers of the provinces where the fleet landed.
option = {
name = "Create navy Mare Tyrrhenum"
create_unit = {
name = "Ship!!!"
navy = yes
location = p:2685
}
}
I understand what is happening, but I would not refuse to comment.
if = {} - It is clear that the IF but where the condition
else = {}
set_variable = {} Create a variable, this is used for labels. (not = { has_variable = unit_made })
limit = {} minimum? It's vague
max = {} max? It's vague
It would be great if you commented on every step in the file.
it’s difficult: name = "[SCOPE.sRegion ('catus_regi_3'). GetName]" :/
If it does not complicate you)
Imperator Rome does not support flags so instead set_variable is used instead of setting a flag, I think any value would work as long as it matches on the check but 1 is the safest. Setting the variable to zero to clear doesn't work instead the variable has to be removed instead with remove_variable.
Min and max variables are used in ordered scopes but I haven't used them so I'm not sure of how they work yet. They likely just set the bounds for all the scopes that would appear.
When you save a scope using save_scope_as, you can get the name of it by using SCOPE.s.
SCOPE.sRegion for regions, SCOPE.sP for a city == province, SCOPE.sChar for a character name.
The ('catus_regi_3') is the name of the scope that is saved. GetName specifies the value that is needed, which is the name in this case. The [] makes the game know that it will have to search for a value.
I don't know if I'll be commenting everything but if you have a question you can ask.