CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = court_physician_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = master_of_horse_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = master_of_hunt_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = keeper_of_swans_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = travel_leader_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = court_jester_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = high_almoner_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = seneschal_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = court_tutor_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = court_guru_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = cupbearer_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = chief_eunuch_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = antiquarian_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = royal_architect_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = lady_in_waiting_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = court_poet_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = court_musician_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = bodyguard_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = champion_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = food_taster_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = executioner_court_position }

    Else if

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = garuda_court_position }

    Else if

    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_position

As 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)

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.

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