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%:
camp_officer_generator_shared_modifier = { POS = second EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = second EMPLOYER = $EMPLOYER$ }
- 4%:
camp_officer_generator_shared_modifier = { POS = quartermaster EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = quartermaster EMPLOYER = $EMPLOYER$ }
- 4%:
camp_officer_generator_shared_modifier = { POS = armorer EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = armorer EMPLOYER = $EMPLOYER$ }
- 4%:
camp_officer_generator_shared_modifier = { POS = chief_forager EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = chief_forager EMPLOYER = $EMPLOYER$ }
- 4%:
camp_officer_generator_shared_modifier = { POS = master_thief EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = master_thief EMPLOYER = $EMPLOYER$ }
- 4%:
camp_officer_generator_shared_modifier = { POS = head_porter EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = head_porter EMPLOYER = $EMPLOYER$ }
- 4%:
camp_officer_generator_shared_modifier = { POS = head_groom EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = head_groom EMPLOYER = $EMPLOYER$ }
- 4%:
camp_officer_generator_shared_modifier = { POS = huntperson EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = huntperson EMPLOYER = $EMPLOYER$ }
- 4%:
camp_officer_generator_shared_modifier = { POS = kennelperson EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = kennelperson EMPLOYER = $EMPLOYER$ }
- 4%:
camp_officer_generator_shared_modifier = { POS = chief_engineer EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = chief_engineer EMPLOYER = $EMPLOYER$ }
- 4%:
camp_officer_generator_shared_modifier = { POS = witness EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = witness EMPLOYER = $EMPLOYER$ }
- 4%:
camp_officer_generator_shared_modifier = { POS = person_haggler EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = person_haggler EMPLOYER = $EMPLOYER$ }
- 4%:
camp_officer_generator_shared_modifier = { POS = camp_cook EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = camp_cook EMPLOYER = $EMPLOYER$ }
- 4%:
camp_officer_generator_shared_modifier = { POS = master_bard EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = master_bard EMPLOYER = $EMPLOYER$ }
- 4%:
camp_officer_generator_shared_modifier = { POS = stooge EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = stooge EMPLOYER = $EMPLOYER$ }
- 4%:
camp_officer_generator_shared_modifier = { POS = master_of_arms EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = master_of_arms EMPLOYER = $EMPLOYER$ }
- 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%:
camp_officer_generator_shared_modifier = { POS = camelry_captain EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = camelry_captain EMPLOYER = $EMPLOYER$ }
- 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%:
camp_officer_generator_shared_modifier = { POS = archer_captain EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = archer_captain EMPLOYER = $EMPLOYER$ }
- 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%:
camp_officer_generator_shared_modifier = { POS = pike_captain EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = pike_captain EMPLOYER = $EMPLOYER$ }
- 4%:
camp_officer_generator_shared_modifier = { POS = master_of_spoils EMPLOYER = $EMPLOYER$ }camp_officer_generator_variable_effect = { VAR = $VAR$ POS = master_of_spoils EMPLOYER = $EMPLOYER$ }
- 4%:
• 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)
- 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.