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:
camp_officer_grant_effect = { POS = second CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is quartermaster:
camp_officer_grant_effect = { POS = quartermaster CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is armorer:
camp_officer_grant_effect = { POS = armorer CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is chief forager:
camp_officer_grant_effect = { POS = chief_forager CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is master thief:
camp_officer_grant_effect = { POS = master_thief CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is head porter:
camp_officer_grant_effect = { POS = head_porter CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is head groom:
camp_officer_grant_effect = { POS = head_groom CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is huntperson:
camp_officer_grant_effect = { POS = huntperson CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is kennelperson:
camp_officer_grant_effect = { POS = kennelperson CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is chief engineer:
camp_officer_grant_effect = { POS = chief_engineer CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is witness:
camp_officer_grant_effect = { POS = witness CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is person haggler:
camp_officer_grant_effect = { POS = person_haggler CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is camp cook:
camp_officer_grant_effect = { POS = camp_cook CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is master bard:
camp_officer_grant_effect = { POS = master_bard CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is stooge:
camp_officer_grant_effect = { POS = stooge CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is master of arms:
camp_officer_grant_effect = { POS = master_of_arms CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is light cavalry captain:
camp_officer_grant_effect = { POS = light_cavalry_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is camelry captain:
camp_officer_grant_effect = { POS = camelry_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is elephantry captain:
camp_officer_grant_effect = { POS = elephantry_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is heavy cavalry captain:
camp_officer_grant_effect = { POS = heavy_cavalry_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is horse archer captain:
camp_officer_grant_effect = { POS = horse_archer_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is archer captain:
camp_officer_grant_effect = { POS = archer_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is heavy infantry captain:
camp_officer_grant_effect = { POS = heavy_infantry_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is light infantry captain:
camp_officer_grant_effect = { POS = light_infantry_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is pike captain:
camp_officer_grant_effect = { POS = pike_captain CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is master of spoils:
camp_officer_grant_effect = { POS = master_of_spoils CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ camp officer is second:
• 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)
- The Journey of a Lifetime
ep3_laamps.8020
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.