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

camp_officer_generator_assignment_effect

camp_officer_generator_assignment_effect = { CANDIDATE = … EMPLOYER = … VAR = … }

game/common/scripted_effects/00_court_position_effects.txt, line 2121 (109 lines). Parameters: $CANDIDATE$, $EMPLOYER$, $VAR$.

camp_officer_generator_assignment_effect is a scripted effect in Crusader Kings III, written at line 2121 of its file. A call passes 3 parameters: CANDIDATE, EMPLOYER and VAR. The game's script calls it in 1 place, among them The Journey of a Lifetime (event ep3_laamps.8020). Patch 1.20.1.2, from game/common/scripted_effects/00_court_position_effects.txt.

The comment above it in the file

Gives job of court position suitable to a character's skills
Job is picked in camp_officer_generator_effect
VAR - valid parameters: 'target', 'second', 'backup'
EMPLOYER - should be the char hiring the position
CANDIDATE - should be the char taking the position

What it does

  • Depending on $CANDIDATE$.var:$VAR$ camp officer:
    • When $CANDIDATE$.var:$VAR$ camp officer is second:
    • When $CANDIDATE$.var:$VAR$ camp officer is quartermaster:
    • When $CANDIDATE$.var:$VAR$ camp officer is armorer:
    • When $CANDIDATE$.var:$VAR$ camp officer is chief forager:
    • When $CANDIDATE$.var:$VAR$ camp officer is master thief:
    • When $CANDIDATE$.var:$VAR$ camp officer is head porter:
    • When $CANDIDATE$.var:$VAR$ camp officer is head groom:
    • When $CANDIDATE$.var:$VAR$ camp officer is huntperson:
    • When $CANDIDATE$.var:$VAR$ camp officer is kennelperson:
    • When $CANDIDATE$.var:$VAR$ camp officer is chief engineer:
    • When $CANDIDATE$.var:$VAR$ camp officer is witness:
    • When $CANDIDATE$.var:$VAR$ camp officer is person haggler:
    • When $CANDIDATE$.var:$VAR$ camp officer is camp cook:
    • When $CANDIDATE$.var:$VAR$ camp officer is master bard:
    • When $CANDIDATE$.var:$VAR$ camp officer is stooge:
    • When $CANDIDATE$.var:$VAR$ camp officer is master of arms:
    • When $CANDIDATE$.var:$VAR$ camp officer is light cavalry captain:
    • When $CANDIDATE$.var:$VAR$ camp officer is camelry captain:
    • When $CANDIDATE$.var:$VAR$ camp officer is elephantry captain:
    • When $CANDIDATE$.var:$VAR$ camp officer is heavy cavalry captain:
    • When $CANDIDATE$.var:$VAR$ camp officer is horse archer captain:
    • When $CANDIDATE$.var:$VAR$ camp officer is archer captain:
    • When $CANDIDATE$.var:$VAR$ camp officer is heavy infantry captain:
    • When $CANDIDATE$.var:$VAR$ camp officer is light infantry captain:
    • When $CANDIDATE$.var:$VAR$ camp officer is pike captain:
    • When $CANDIDATE$.var:$VAR$ camp officer is master of spoils:

• 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 (109 lines of game script)
camp_officer_generator_assignment_effect = {
	switch = {
		trigger = $CANDIDATE$.var:$VAR$_camp_officer
		# second
		flag:second = {
			camp_officer_grant_effect = { POS = second CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# quartermaster
		flag:quartermaster = {
			camp_officer_grant_effect = { POS = quartermaster CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# armorer
		flag:armorer = {
			camp_officer_grant_effect = { POS = armorer CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# chief_forager
		flag:chief_forager = {
			camp_officer_grant_effect = { POS = chief_forager CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# master_thief
		flag:master_thief = {
			camp_officer_grant_effect = { POS = master_thief CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# head_porter
		flag:head_porter = {
			camp_officer_grant_effect = { POS = head_porter CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# head_groom
		flag:head_groom = {
			camp_officer_grant_effect = { POS = head_groom CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# huntperson
		flag:huntperson = {
			camp_officer_grant_effect = { POS = huntperson CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# kennelperson
		flag:kennelperson = {
			camp_officer_grant_effect = { POS = kennelperson CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# chief_engineer
		flag:chief_engineer = {
			camp_officer_grant_effect = { POS = chief_engineer CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# witness
		flag:witness = {
			camp_officer_grant_effect = { POS = witness CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# person_haggler
		flag:person_haggler = {
			camp_officer_grant_effect = { POS = person_haggler CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# camp_cook
		flag:camp_cook = {
			camp_officer_grant_effect = { POS = camp_cook CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# master_bard
		flag:master_bard = {
			camp_officer_grant_effect = { POS = master_bard CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# stooge
		flag:stooge = {
			camp_officer_grant_effect = { POS = stooge CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# master_of_arms
		flag:master_of_arms = {
			camp_officer_grant_effect = { POS = master_of_arms CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# light_cavalry_captain
		flag:light_cavalry_captain = {
			camp_officer_grant_effect = { POS = light_cavalry_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# camelry_captain
		flag:camelry_captain = {
			camp_officer_grant_effect = { POS = camelry_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# elephantry_captain
		flag:elephantry_captain = {
			camp_officer_grant_effect = { POS = elephantry_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# heavy_cavalry_captain
		flag:heavy_cavalry_captain = {
			camp_officer_grant_effect = { POS = heavy_cavalry_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# horse_archer_captain
		flag:horse_archer_captain = {
			camp_officer_grant_effect = { POS = horse_archer_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# archer_captain
		flag:archer_captain = {
			camp_officer_grant_effect = { POS = archer_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# heavy_infantry_captain
		flag:heavy_infantry_captain = {
			camp_officer_grant_effect = { POS = heavy_infantry_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# light_infantry_captain
		flag:light_infantry_captain = {
			camp_officer_grant_effect = { POS = light_infantry_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# pike_captain
		flag:pike_captain = {
			camp_officer_grant_effect = { POS = pike_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
		# master_of_spoils
		flag:master_of_spoils = {
			camp_officer_grant_effect = { POS = master_of_spoils CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
		}
	}
}

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

Where it is used

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

Events (1)

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

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