Scripted effect
court_position_generator_assignment_effect
court_position_generator_assignment_effect = { CANDIDATE = … EMPLOYER = … VAR = … }game/common/scripted_effects/00_court_position_effects.txt, line 1540 (197 lines). Parameters: $CANDIDATE$, $EMPLOYER$, $VAR$.
court_position_generator_assignment_effect is a scripted effect in Crusader Kings III, written at line 1540 of its file. A call passes 3 parameters: CANDIDATE, EMPLOYER and VAR. The game's script calls it in 8 places, among them … Rewards (event bp1_yearly.8191), A Place at Court (event hold_court.8090) and char_interaction.0350 (event). 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 court_position_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:$VAR$ court position:
- When $CANDIDATE$.var:$VAR$ court position is royal architect:
court_position_grant_effect = { POS = royal_architect CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is seneschal:
court_position_grant_effect = { POS = seneschal CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is court tutor:
court_position_grant_effect = { POS = court_tutor CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is high almoner:
court_position_grant_effect = { POS = high_almoner CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is Personal Physician:
court_position_grant_effect = { POS = court_physician CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is antiquarian:
court_position_grant_effect = { POS = antiquarian CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is master of horse:
court_position_grant_effect = { POS = master_of_horse CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is bodyguard:
court_position_grant_effect = { POS = bodyguard CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is champion:
court_position_grant_effect = { POS = champion CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is master of hunt:
court_position_grant_effect = { POS = master_of_hunt CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is court poet:
court_position_grant_effect = { POS = court_poet CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is court musician:
court_position_grant_effect = { POS = court_musician CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is court jester:
court_position_grant_effect = { POS = court_jester CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is executioner:
court_position_grant_effect = { POS = executioner CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is food taster:
court_position_grant_effect = { POS = food_taster CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is cupbearer:
court_position_grant_effect = { POS = cupbearer CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is lady in waiting:
court_position_grant_effect = { POS = lady_in_waiting CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is chief eunuch:
court_position_grant_effect = { POS = chief_eunuch CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is court gardener:
court_position_grant_effect = { POS = court_gardener CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is court artificer:
court_position_grant_effect = { POS = court_artificer CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is cultural emissary:
court_position_grant_effect = { POS = cultural_emissary CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is chief qadi:
court_position_grant_effect = { POS = chief_qadi CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is garuda:
court_position_grant_effect = { POS = garuda CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is keeper of swans:
court_position_grant_effect = { POS = keeper_of_swans CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is travel leader:
court_position_grant_effect = { POS = travel_leader CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is wet nurse:
court_position_grant_effect = { POS = wet_nurse CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is cave hermit:
court_position_grant_effect = { POS = cave_hermit CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is master assassin:
court_position_grant_effect = { POS = master_assassin CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is court scholar:
court_position_grant_effect = { POS = court_scholar CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is chronicler:
court_position_grant_effect = { POS = chronicler CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is akolouthos:
court_position_grant_effect = { POS = akolouthos CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is court astrologer:
court_position_grant_effect = { POS = court_astrologer CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is grand preceptor:
court_position_grant_effect = { POS = grand_preceptor CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is grand guardian:
court_position_grant_effect = { POS = grand_guardian CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is grand mentor:
court_position_grant_effect = { POS = grand_mentor CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is fire dragon engineer:
court_position_grant_effect = { POS = fire_dragon_engineer CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is keeper of the harem:
court_position_grant_effect = { POS = keeper_of_the_harem CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is boyan:
court_position_grant_effect = { POS = boyan CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is siege engineer:
court_position_grant_effect = { POS = siege_engineer CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is yurtchi:
court_position_grant_effect = { POS = yurtchi CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is cherbi:
court_position_grant_effect = { POS = cherbi CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is yeke jarquchi:
court_position_grant_effect = { POS = yeke_jarquchi CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is foreign emissary:
court_position_grant_effect = { POS = foreign_emissary CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is keeper of the horses:
court_position_grant_effect = { POS = keeper_of_the_horses CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is court guru:
court_position_grant_effect = { POS = court_guru CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is court brahmin:
court_position_grant_effect = { POS = court_brahmin CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is khlon glan:
court_position_grant_effect = { POS = khlon_glan CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is court brewmaster:
court_position_grant_effect = { POS = court_brewmaster CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
- When $CANDIDATE$.var:$VAR$ court position is royal architect:
• 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)
court_position_generator_assignment_effect = {
switch = {
trigger = $CANDIDATE$.var:$VAR$_court_position
# Architect
flag:royal_architect = {
court_position_grant_effect = { POS = royal_architect CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Seneschal
flag:seneschal = {
court_position_grant_effect = { POS = seneschal CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Court Tutor
flag:court_tutor = {
court_position_grant_effect = { POS = court_tutor CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# High Almoner
flag:high_almoner = {
court_position_grant_effect = { POS = high_almoner CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Physician
flag:court_physician = {
court_position_grant_effect = { POS = court_physician CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Antiquarian
flag:antiquarian = {
court_position_grant_effect = { POS = antiquarian CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Master of the Horse
flag:master_of_horse = {
court_position_grant_effect = { POS = master_of_horse CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Bodyguard
flag:bodyguard = {
court_position_grant_effect = { POS = bodyguard CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Champion
flag:champion = {
court_position_grant_effect = { POS = champion CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Master of the Hunt
flag:master_of_hunt = {
court_position_grant_effect = { POS = master_of_hunt CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Poet
flag:court_poet = {
court_position_grant_effect = { POS = court_poet CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Musician
flag:court_musician = {
court_position_grant_effect = { POS = court_musician CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Court Jester
flag:court_jester = {
court_position_grant_effect = { POS = court_jester CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Executioner
flag:executioner = {
court_position_grant_effect = { POS = executioner CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Food Taster
flag:food_taster = {
court_position_grant_effect = { POS = food_taster CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Cupbearer
flag:cupbearer = {
court_position_grant_effect = { POS = cupbearer CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Lady-in-waiting
flag:lady_in_waiting = {
court_position_grant_effect = { POS = lady_in_waiting CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Eunuch
flag:chief_eunuch = {
court_position_grant_effect = { POS = chief_eunuch CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Gardener
flag:court_gardener = {
court_position_grant_effect = { POS = court_gardener CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Court Artificer
flag:court_artificer = {
court_position_grant_effect = { POS = court_artificer CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Cultural Emissary
flag:cultural_emissary = {
court_position_grant_effect = { POS = cultural_emissary CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Chief Qadi
flag:chief_qadi = {
court_position_grant_effect = { POS = chief_qadi CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Garuda
flag:garuda = {
court_position_grant_effect = { POS = garuda CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Keeper of the Swans
flag:keeper_of_swans = {
court_position_grant_effect = { POS = keeper_of_swans CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Caravan Master
flag:travel_leader = {
court_position_grant_effect = { POS = travel_leader CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Wet Nurse
flag:wet_nurse = {
court_position_grant_effect = { POS = wet_nurse CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Cave Hermit
flag:cave_hermit = {
court_position_grant_effect = { POS = cave_hermit CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Master Assassin
flag:master_assassin = {
court_position_grant_effect = { POS = master_assassin CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# Court Scholar
flag:court_scholar = {
court_position_grant_effect = { POS = court_scholar CANDIDATE = $CANDIDATE$ EMPLOYER = $EMPLOYER$ }
}
# ChroncilerAs written in game/common/scripted_effects/00_court_position_effects.txt.
The first 120 of its 197 lines; the rest is in game/common/scripted_effects/00_court_position_effects.txt from line 1540.
Where it is used
Every place in common/, events/ and history/ that calls court_position_generator_assignment_effect.
Events (7)
- … Rewards
bp1_yearly.8191 - A Place at Court
hold_court.8090 - char_interaction.0350
- Eminent Eunuch: Family Promotion
ep3_story_cycle_admin_eunuch.2061 - Eminent Eunuch: Further Responsibilities
ep3_story_cycle_admin_eunuch.2060 - Looking for Work
hold_court.8340
1 more
- Petition: Gold
petition_liege.0101
Scripted effects (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.