CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · The Royal Court files

employed_booner_invalidation_effect

employed_booner_invalidation_effect = { EMPLOYEE = … LIEGE = … }

game/common/scripted_effects/01_ep1_court_event_effects.txt, line 5 (46 lines). Parameters: $EMPLOYEE$, $LIEGE$.

employed_booner_invalidation_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 5 of its file. A call passes 2 parameters: EMPLOYEE and LIEGE. The game's script calls it in 5 places, among them Dismiss (interaction), on_death (on action) and on_leave_court (on action). Patch 1.20.1.2, from game/common/scripted_effects/01_ep1_court_event_effects.txt.

What it does

• 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 (46 lines of game script)
employed_booner_invalidation_effect = {
	$LIEGE$ = { save_scope_as = liege }
	$EMPLOYEE$ = { save_scope_as = employee }
	scope:employee = {
		if = {
			limit = { exists = var:booner_target }
			var:booner_target = {
				save_scope_as = booner_target
				scope:liege = {
					send_interface_toast = {
						type = event_toast_effect_bad
						title = {
							first_valid = {
								triggered_desc = {
									trigger = { scope:booner_target = scope:liege }
									desc = employer_booner_invalidated_title
								}
								desc = employer_boon_target_invalidated_title
							}
						}
						left_icon = scope:employee
						right_icon = scope:booner_target
						scope:booner_target = {
							employed_booner_modifier_removal_effect = { POS = court_physician }
							employed_booner_modifier_removal_effect = { POS = court_tutor }
							employed_booner_modifier_removal_triple_effect = { POS = seneschal }
							employed_booner_modifier_removal_effect = { POS = wet_nurse }
							employed_booner_modifier_removal_triple_effect = { POS = high_almoner }
							employed_booner_modifier_removal_effect = { POS = bodyguard }
							employed_booner_modifier_removal_triple_effect = { POS = master_of_horse }
							employed_booner_modifier_removal_triple_effect = { POS = travel_leader }
							employed_booner_modifier_removal_effect = { POS = antiquarian }
							employed_booner_modifier_removal_triple_effect = { POS = master_of_hunt }
							employed_booner_modifier_removal_triple_effect = { POS = royal_architect }
							employed_booner_modifier_removal_triple_effect = { POS = cupbearer }
							employed_booner_modifier_removal_triple_effect = { POS = lady_in_waiting }
							employed_booner_modifier_removal_triple_effect = { POS = food_taster }
						}
					}
				}
			}
			remove_variable = booner_target
		}
	}
	debug_log_scopes = yes
}

As written in game/common/scripted_effects/01_ep1_court_event_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls employed_booner_invalidation_effect.

Character interactions (1)

On actions (the game's own hooks) (2)

  • on_death
  • on_leave_court

Source: game/common/scripted_effects/01_ep1_court_event_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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