CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

assign_council_task_scopes_in_contract_effect

assign_council_task_scopes_in_contract_effect = { COUNCILLOR_TYPE = … COUNCIL_TASK_TYPE = … }

game/common/scripted_effects/00_laamp_effects.txt, line 355 (37 lines). Parameters: $COUNCILLOR_TYPE$, $COUNCIL_TASK_TYPE$.

assign_council_task_scopes_in_contract_effect is a scripted effect in Crusader Kings III, written at line 355 of its file. A call passes 2 parameters: COUNCILLOR_TYPE and COUNCIL_TASK_TYPE. The game's script calls it in 3 places, among them laamp_help_fabricate_claim_contract (contract), laamp_help_find_secrets_contract (contract) and laamp_help_train_commanders_contract (contract). Patch 1.20.1.2, from game/common/scripted_effects/00_laamp_effects.txt.

The comment above it in the file

used in task contracts triggered from council tasks, assumes you already saved root as task_contract
COUNCILLOR_TYPE = councillor type name
COUNCIL_TASK_TYPE = council task type name

What it does

  • If

    • scope:task_contract.task_contract_employer.cp:$COUNCILLOR_TYPE$:
      • is_performing_council_task = $COUNCIL_TASK_TYPE$

    Then

    • set_task_contract_target = scope:task_contract.task_contract_employer.cp:$COUNCILLOR_TYPE$
    • task_contract_target = { … }

    Otherwise

    • set_task_contract_target = scope:task_contract.task_contract_employer.liege

• 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 (37 lines of game script)
assign_council_task_scopes_in_contract_effect = {
	if = {
		limit = {
			scope:task_contract.task_contract_employer.cp:$COUNCILLOR_TYPE$ ?= {
				is_performing_council_task = $COUNCIL_TASK_TYPE$
			}
		}
		set_task_contract_target = scope:task_contract.task_contract_employer.cp:$COUNCILLOR_TYPE$
		task_contract_target = {
			save_scope_as = task_contract_councillor
			liege = {
				save_scope_as = task_contract_councillor_liege
			}
		}
	}
	else = {
		set_task_contract_target = scope:task_contract.task_contract_employer.liege
		scope:task_contract.task_contract_employer = {
			save_scope_as = task_contract_councillor
			liege = {
				save_scope_as = task_contract_councillor_liege
			}
		}
	}
	set_variable = {
		name = task_contract_target
		value = scope:task_contract.task_contract_target
	}
	set_variable = {
		name = task_contract_councillor
		value = scope:task_contract_councillor
	}
	set_variable = {
		name = task_contract_councillor_liege
		value = scope:task_contract_councillor_liege
	}
}

As written in game/common/scripted_effects/00_laamp_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls assign_council_task_scopes_in_contract_effect.

Task contracts (3)

  • laamp_help_fabricate_claim_contract
  • laamp_help_find_secrets_contract
  • laamp_help_train_commanders_contract

Source: game/common/scripted_effects/00_laamp_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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