Scripted effect · The Royal Court files
employ_character_as_marked_court_position_effect
employ_character_as_marked_court_position_effect = { CHARACTER = … POSITION = … }game/common/scripted_effects/00_ep1_hold_court_effects.txt, line 1009 (514 lines). Parameters: $CHARACTER$, $POSITION$.
employ_character_as_marked_court_position_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 1009 of its file. A call passes 2 parameters: CHARACTER and POSITION. The game's script calls it in 1 place, among them Lonely Days (event court_yearly.5001). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_hold_court_effects.txt.
The comment above it in the file
To be used after mark_court_position_for_employment_effect to fill the position marked in that effect.
What it does
If
$POSITION$ = flag:court_physician_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = court_physician_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = court_physician_court_position }
Else if
$POSITION$ = flag:master_of_horse_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = master_of_horse_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = master_of_horse_court_position }
Else if
$POSITION$ = flag:master_of_hunt_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = master_of_hunt_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = master_of_hunt_court_position }
Else if
$POSITION$ = flag:keeper_of_swans_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = keeper_of_swans_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = keeper_of_swans_court_position }
Else if
$POSITION$ = flag:travel_leader_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = travel_leader_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = travel_leader_court_position }
Else if
$POSITION$ = flag:court_jester_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = court_jester_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = court_jester_court_position }
Else if
$POSITION$ = flag:high_almoner_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = high_almoner_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = high_almoner_court_position }
Else if
$POSITION$ = flag:seneschal_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = seneschal_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = seneschal_court_position }
Else if
$POSITION$ = flag:court_tutor_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = court_tutor_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = court_tutor_court_position }
Else if
$POSITION$ = flag:court_guru_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = court_guru_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = court_guru_court_position }
Else if
$POSITION$ = flag:cupbearer_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = cupbearer_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = cupbearer_court_position }
Else if
$POSITION$ = flag:chief_eunuch_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = chief_eunuch_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = chief_eunuch_court_position }
Else if
$POSITION$ = flag:antiquarian_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = antiquarian_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = antiquarian_court_position }
Else if
$POSITION$ = flag:royal_architect_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = royal_architect_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = royal_architect_court_position }
Else if
$POSITION$ = flag:lady_in_waiting_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = lady_in_waiting_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = lady_in_waiting_court_position }
Else if
$POSITION$ = flag:court_poet_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = court_poet_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = court_poet_court_position }
Else if
$POSITION$ = flag:court_musician_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = court_musician_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = court_musician_court_position }
Else if
$POSITION$ = flag:bodyguard_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = bodyguard_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = bodyguard_court_position }
Else if
$POSITION$ = flag:champion_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = champion_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = champion_court_position }
Else if
$POSITION$ = flag:food_taster_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = food_taster_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = food_taster_court_position }
Else if
$POSITION$ = flag:executioner_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = executioner_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = executioner_court_position }
Else if
$POSITION$ = flag:garuda_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = garuda_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = garuda_court_position }
Else if
$POSITION$ = flag:akolouthos_court_positioncan_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = akolouthos_court_position }
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = akolouthos_court_position }
Else if
- … (more in the script below)
- … (more in the script below)
• 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)
employ_character_as_marked_court_position_effect = {
if = {
limit = {
$POSITION$ = flag:court_physician_court_position
#Making sure they still can be employed in the position
can_appoint_char_to_court_position = {
CHAR = $CHARACTER$
COURT_POS = court_physician_court_position
}
}
appoint_court_position = {
recipient = $CHARACTER$
court_position = court_physician_court_position
}
}
else_if = {
limit = {
$POSITION$ = flag:master_of_horse_court_position
#Making sure they still can be employed in the position
can_appoint_char_to_court_position = {
CHAR = $CHARACTER$
COURT_POS = master_of_horse_court_position
}
}
appoint_court_position = {
recipient = $CHARACTER$
court_position = master_of_horse_court_position
}
}
else_if = {
limit = {
$POSITION$ = flag:master_of_hunt_court_position
#Making sure they still can be employed in the position
can_appoint_char_to_court_position = {
CHAR = $CHARACTER$
COURT_POS = master_of_hunt_court_position
}
}
appoint_court_position = {
recipient = $CHARACTER$
court_position = master_of_hunt_court_position
}
}
else_if = {
limit = {
$POSITION$ = flag:keeper_of_swans_court_position
#Making sure they still can be employed in the position
can_appoint_char_to_court_position = {
CHAR = $CHARACTER$
COURT_POS = keeper_of_swans_court_position
}
}
appoint_court_position = {
recipient = $CHARACTER$
court_position = keeper_of_swans_court_position
}
}
else_if = {
limit = {
$POSITION$ = flag:travel_leader_court_position
#Making sure they still can be employed in the position
can_appoint_char_to_court_position = {
CHAR = $CHARACTER$
COURT_POS = travel_leader_court_position
}
}
appoint_court_position = {
recipient = $CHARACTER$
court_position = travel_leader_court_position
}
}
else_if = {
limit = {
$POSITION$ = flag:court_jester_court_position
#Making sure they still can be employed in the position
can_appoint_char_to_court_position = {
CHAR = $CHARACTER$
COURT_POS = court_jester_court_position
}
}
appoint_court_position = {
recipient = $CHARACTER$
court_position = court_jester_court_position
}
}
else_if = {
limit = {
$POSITION$ = flag:high_almoner_court_position
#Making sure they still can be employed in the position
can_appoint_char_to_court_position = {
CHAR = $CHARACTER$
COURT_POS = high_almoner_court_position
}
}
appoint_court_position = {
recipient = $CHARACTER$
court_position = high_almoner_court_position
}
}
else_if = {
limit = {
$POSITION$ = flag:seneschal_court_position
#Making sure they still can be employed in the position
can_appoint_char_to_court_position = {
CHAR = $CHARACTER$
COURT_POS = seneschal_court_position
}
}
appoint_court_position = {
recipient = $CHARACTER$
court_position = seneschal_court_position
}
}
else_if = {
limit = {
$POSITION$ = flag:court_tutor_court_position
#Making sure they still can be employed in the position
can_appoint_char_to_court_position = {
CHAR = $CHARACTER$
COURT_POS = court_tutor_court_positionAs written in game/common/scripted_effects/00_ep1_hold_court_effects.txt.
The first 120 of its 514 lines; the rest is in game/common/scripted_effects/00_ep1_hold_court_effects.txt from line 1009.
Where it is used
Every place in common/, events/ and history/ that calls employ_character_as_marked_court_position_effect.
Events (1)
- Lonely Days
court_yearly.5001
Source: game/common/scripted_effects/00_ep1_hold_court_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.