Interaction · Vassal actions
Council Invitation
What you need
You
ALL_FALSE = { … }If
a check the game hides
Then
- The target:
can_fire_position = yes
None of these
- The target’s councillor: They cannot be fired from … Council
- The target:
Council Invitation is a vassal character interaction in Crusader Kings III. Accepted automatically in some cases. Patch 1.20.1.2, from game/common/character_interactions/00_vassal_interactions.txt.
Will they accept?
Accepted automatically when:
- It is in … best interests
What happens
If they accept
assign_council_task = { target = scope:recipient council_task = scope:target }If
- The character you target: Is played by a person
Then
- You: Event council_interaction.0001 (after 1 days)
If they refuse
If
- The character you target: Is played by a person
Then
- You: Event council_interaction.0002 (after 1 days)
Events it fires: council_interaction.0001, council_interaction.0002
• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists
Can be sent when (is_valid…) (21 lines of game script)
ALL_FALSE = {
scope:recipient.council_task = scope:target
scope:actor = {
is_at_war_with = scope:recipient
}
}
trigger_if = {
limit = {
exists = scope:target.councillor
}
scope:target = {
can_fire_position = yes
}
NOT = {
scope:target.councillor = {
is_blocked_from_being_fired_from_council_trigger = {
COURT_OWNER = scope:actor
}
}
}
}As written in game/common/character_interactions/00_vassal_interactions.txt.
Effects (on_send, on_accept, on_decline) (42 lines of game script)
on_accept = scope:actor = {
if = {
limit = {
is_ai = no
}
add_character_flag = {
flag = manual_council_appointment_in_progress
days = 1
}
}
assign_council_task = {
target = scope:recipient
council_task = scope:target
}
remove_character_flag = manual_council_appointment_in_progress
}
if = {
limit = {
scope:recipient = {
is_ai = no
}
}
scope:actor = {
trigger_event = {
id = council_interaction.0001
days = 1
}
}
}
on_decline = if = {
limit = {
scope:recipient = {
is_ai = no
}
}
scope:actor = {
trigger_event = {
id = council_interaction.0002
days = 1
}
}
}As written in game/common/character_interactions/00_vassal_interactions.txt.
- Category
- Vassal actions
- In the menu
- no (opened from elsewhere)
- ID
invite_to_council_position_interaction
Source: game/common/character_interactions/00_vassal_interactions.txt and the English localisation, Crusader Kings III 1.20.1.2. “You” is the character who sends it (scope:actor, or a puppet acting for you); “the character you target” is the recipient.