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

camp_officer_generator_effect

camp_officer_generator_effect = { EMPLOYER = … VAR = … }

game/common/scripted_effects/00_court_position_effects.txt, line 1744 (371 lines). Parameters: $EMPLOYER$, $VAR$.

camp_officer_generator_effect is a scripted effect in Crusader Kings III, written at line 1744 of its file. A call passes 2 parameters: 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

Sets variable of court position suitable to a character's skills
Actual job is set with camp_officer_generator_assignment_effect after using this effect
VAR - can be used to allow multiple event options: 'target', 'second', 'backup'
EMPLOYER - should be the char hiring the position
ROOT - should be the char taking the position
Saves scope:old_holder as existing holder if they exist

What it does

  • 1 of 26 things will happen:
    • 4%:
    • 4%:
    • 4%:
    • 4%:
    • 4%:
    • 4%:
    • 4%:
    • 4%:
    • 4%:
    • 4%:
    • 4%:
    • 4%:
    • 4%:
    • 4%:
    • 4%:
    • 4%:
    • 4%:
      • camp_officer_generator_shared_modifier = { POS = light_cavalry_captain EMPLOYER = $EMPLOYER$ }
      • camp_officer_generator_variable_effect = { VAR = $VAR$ POS = light_cavalry_captain EMPLOYER = $EMPLOYER$ }
    • 4%:
    • 4%:
      • camp_officer_generator_shared_modifier = { POS = elephantry_captain EMPLOYER = $EMPLOYER$ }
      • camp_officer_generator_variable_effect = { VAR = $VAR$ POS = elephantry_captain EMPLOYER = $EMPLOYER$ }
    • 4%:
      • camp_officer_generator_shared_modifier = { POS = heavy_cavalry_captain EMPLOYER = $EMPLOYER$ }
      • camp_officer_generator_variable_effect = { VAR = $VAR$ POS = heavy_cavalry_captain EMPLOYER = $EMPLOYER$ }
    • 4%:
      • camp_officer_generator_shared_modifier = { POS = horse_archer_captain EMPLOYER = $EMPLOYER$ }
      • camp_officer_generator_variable_effect = { VAR = $VAR$ POS = horse_archer_captain EMPLOYER = $EMPLOYER$ }
    • 4%:
    • 4%:
      • camp_officer_generator_shared_modifier = { POS = heavy_infantry_captain EMPLOYER = $EMPLOYER$ }
      • camp_officer_generator_variable_effect = { VAR = $VAR$ POS = heavy_infantry_captain EMPLOYER = $EMPLOYER$ }
    • 4%:
      • camp_officer_generator_shared_modifier = { POS = light_infantry_captain EMPLOYER = $EMPLOYER$ }
      • camp_officer_generator_variable_effect = { VAR = $VAR$ POS = light_infantry_captain EMPLOYER = $EMPLOYER$ }
    • 4%:
    • 4%:
      • camp_officer_generator_shared_modifier = { POS = master_of_spoils EMPLOYER = $EMPLOYER$ }
      • camp_officer_generator_variable_effect = { VAR = $VAR$ POS = master_of_spoils EMPLOYER = $EMPLOYER$ }

• 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 (120 lines of game script)
camp_officer_generator_effect = {
	save_scope_as = candidate
	$EMPLOYER$ = { save_scope_as = liege }
	# Randomly select a fitting role and save it to a variable
	random_list = {
		2 = { # second
			trigger = {
				camp_officer_generator_pickable_trigger = { POS = second EMPLOYER = $EMPLOYER$ }
			}
			camp_officer_generator_shared_modifier = {
				POS = second
				EMPLOYER = $EMPLOYER$
			}
			camp_officer_generator_variable_effect = {
				VAR = $VAR$
				POS = second
				EMPLOYER = $EMPLOYER$
			}
		}
		2 = { # quartermaster
			trigger = {
				camp_officer_generator_pickable_trigger = { POS = quartermaster EMPLOYER = $EMPLOYER$ }
			}
			camp_officer_generator_shared_modifier = {
				POS = quartermaster
				EMPLOYER = $EMPLOYER$
			}
			camp_officer_generator_variable_effect = {
				VAR = $VAR$
				POS = quartermaster
				EMPLOYER = $EMPLOYER$
			}
		}
		2 = { # armorer
			trigger = {
				camp_officer_generator_pickable_trigger = { POS = armorer EMPLOYER = $EMPLOYER$ }
			}
			camp_officer_generator_shared_modifier = {
				POS = armorer
				EMPLOYER = $EMPLOYER$
			}
			camp_officer_generator_variable_effect = {
				VAR = $VAR$
				POS = armorer
				EMPLOYER = $EMPLOYER$
			}
		}
		2 = { # chief_forager
			trigger = {
				camp_officer_generator_pickable_trigger = { POS = chief_forager EMPLOYER = $EMPLOYER$ }
			}
			camp_officer_generator_shared_modifier = {
				POS = chief_forager
				EMPLOYER = $EMPLOYER$
			}
			camp_officer_generator_variable_effect = {
				VAR = $VAR$
				POS = chief_forager
				EMPLOYER = $EMPLOYER$
			}
		}
		2 = { # master_thief
			trigger = {
				camp_officer_generator_pickable_trigger = { POS = master_thief EMPLOYER = $EMPLOYER$ }
			}
			camp_officer_generator_shared_modifier = {
				POS = master_thief
				EMPLOYER = $EMPLOYER$
			}
			camp_officer_generator_variable_effect = {
				VAR = $VAR$
				POS = master_thief
				EMPLOYER = $EMPLOYER$
			}
		}
		2 = { # head_porter
			trigger = {
				camp_officer_generator_pickable_trigger = { POS = head_porter EMPLOYER = $EMPLOYER$ }
			}
			camp_officer_generator_shared_modifier = {
				POS = head_porter
				EMPLOYER = $EMPLOYER$
			}
			camp_officer_generator_variable_effect = {
				VAR = $VAR$
				POS = head_porter
				EMPLOYER = $EMPLOYER$
			}
		}
		2 = { # head_groom
			trigger = {
				camp_officer_generator_pickable_trigger = { POS = head_groom EMPLOYER = $EMPLOYER$ }
			}
			camp_officer_generator_shared_modifier = {
				POS = head_groom
				EMPLOYER = $EMPLOYER$
			}
			camp_officer_generator_variable_effect = {
				VAR = $VAR$
				POS = head_groom
				EMPLOYER = $EMPLOYER$
			}
		}
		2 = { # huntperson
			trigger = {
				camp_officer_generator_pickable_trigger = { POS = huntperson EMPLOYER = $EMPLOYER$ }
			}
			camp_officer_generator_shared_modifier = {
				POS = huntperson
				EMPLOYER = $EMPLOYER$
			}
			camp_officer_generator_variable_effect = {
				VAR = $VAR$
				POS = huntperson
				EMPLOYER = $EMPLOYER$
			}
		}
		2 = { # kennelperson
			trigger = {
				camp_officer_generator_pickable_trigger = { POS = kennelperson EMPLOYER = $EMPLOYER$ }

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

The first 120 of its 371 lines; the rest is in game/common/scripted_effects/00_court_position_effects.txt from line 1744.

Where it is used

Every place in common/, events/ and history/ that calls camp_officer_generator_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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