Scripted effect · Wandering Nobles files
hire_for_two_court_position_journey_laamp_replacement_effect
hire_for_two_court_position_journey_laamp_replacement_effect = { CHARACTER = … COURT_POSITION = … COURT_POSITION_2 = … CURRENT_HOLDER = … LAAMP_POSITION = … }game/common/scripted_effects/08_bp3_effects.txt, line 1147 (110 lines). Parameters: $CHARACTER$, $COURT_POSITION$, $COURT_POSITION_2$, $CURRENT_HOLDER$, $LAAMP_POSITION$.
hire_for_two_court_position_journey_laamp_replacement_effect is a scripted effect in Crusader Kings III, in the Wandering Nobles files, written at line 1147 of its file. A call passes 5 parameters: CHARACTER, COURT_POSITION, COURT_POSITION_2, CURRENT_HOLDER and LAAMP_POSITION. The game's script calls it in 2 places, among them Learned Locals (event bp3_journey.1500) and The … of … (event bp3_journey.2200). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/08_bp3_effects.txt.
What it does
If
can_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = $COURT_POSITION$_court_position }
Then
employ_character_as_position_in_current_scope_court_effect = { CHARACTER = $CHARACTER$ POSITION = $COURT_POSITION$ }
Else if
can_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = $COURT_POSITION_2$_court_position }
Then
employ_character_as_position_in_current_scope_court_effect = { CHARACTER = $CHARACTER$ POSITION = $COURT_POSITION_2$ }
Else if
can_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = $LAAMP_POSITION$_camp_officer }
Then
employ_character_as_position_in_current_scope_camp_effect = { CHARACTER = $CHARACTER$ POSITION = $LAAMP_POSITION$ }
Else if
can_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = $COURT_POSITION$_court_position }$CHARACTER$.aptitude:$COURT_POSITION$_court_position > $CURRENT_HOLDER$.aptitude:$COURT_POSITION$_court_position
Then
replace_court_position = { recipient = $CHARACTER$ holder = $CURRENT_HOLDER$ court_position = $COURT_POSITION$_court_position }clear_saved_scope = candidateclear_saved_scope = old_holder
Else if
can_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = $COURT_POSITION_2$_court_position }$CHARACTER$.aptitude:$COURT_POSITION_2$_court_position > $CURRENT_HOLDER$.aptitude:$COURT_POSITION_2$_court_position
Then
replace_court_position = { recipient = $CHARACTER$ holder = $CURRENT_HOLDER$ court_position = $COURT_POSITION_2$_court_position }clear_saved_scope = candidateclear_saved_scope = old_holder
Else if
can_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = $LAAMP_POSITION$_camp_officer }$CHARACTER$.aptitude:$LAAMP_POSITION$_camp_officer > $CURRENT_HOLDER$.aptitude:$LAAMP_POSITION$_camp_officer
Then
replace_court_position = { recipient = $CHARACTER$ holder = $CURRENT_HOLDER$ court_position = $LAAMP_POSITION$_camp_officer }clear_saved_scope = candidateclear_saved_scope = old_holder
Otherwise
add_courtier = $CHARACTER$
If
has_activity_intent = journey_curiosity_intent
Then
add_hook = { type = strong_obligation_hook target = $CHARACTER$ }- Obligation Hooks reduce Court Position salaries by -50%
• 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 (110 lines of game script)
hire_for_two_court_position_journey_laamp_replacement_effect = {
hidden_effect = {
$CHARACTER$ = {
add_to_court_and_entourage_effect = yes
}
}
if = {
limit = {
can_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = $COURT_POSITION$_court_position }
NOT = { exists = $CURRENT_HOLDER$ }
}
employ_character_as_position_in_current_scope_court_effect = {
CHARACTER = $CHARACTER$
POSITION = $COURT_POSITION$
}
}
else_if = {
limit = {
can_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = $COURT_POSITION_2$_court_position }
NOT = { exists = $CURRENT_HOLDER$ }
}
employ_character_as_position_in_current_scope_court_effect = {
CHARACTER = $CHARACTER$
POSITION = $COURT_POSITION_2$
}
}
else_if = {
limit = {
can_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = $LAAMP_POSITION$_camp_officer }
NOT = { exists = $CURRENT_HOLDER$ }
}
employ_character_as_position_in_current_scope_camp_effect = {
CHARACTER = $CHARACTER$
POSITION = $LAAMP_POSITION$
}
}
else_if = {
limit = {
can_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = $COURT_POSITION$_court_position }
exists = $CURRENT_HOLDER$
$CHARACTER$.aptitude:$COURT_POSITION$_court_position > $CURRENT_HOLDER$.aptitude:$COURT_POSITION$_court_position
}
add_character_flag = temporary_court_position_cost_removal
replace_court_position = {
recipient = $CHARACTER$
holder = $CURRENT_HOLDER$
court_position = $COURT_POSITION$_court_position
}
$CHARACTER$ = { save_scope_as = candidate }
$CURRENT_HOLDER$ = { save_scope_as = old_holder }
custom_tooltip = $COURT_POSITION$_old_holder_aptitude_tooltip
clear_saved_scope = candidate
clear_saved_scope = old_holder
remove_character_flag = temporary_court_position_cost_removal
}
else_if = {
limit = {
can_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = $COURT_POSITION_2$_court_position }
exists = $CURRENT_HOLDER$
$CHARACTER$.aptitude:$COURT_POSITION_2$_court_position > $CURRENT_HOLDER$.aptitude:$COURT_POSITION_2$_court_position
}
add_character_flag = temporary_court_position_cost_removal
replace_court_position = {
recipient = $CHARACTER$
holder = $CURRENT_HOLDER$
court_position = $COURT_POSITION_2$_court_position
}
$CHARACTER$ = { save_scope_as = candidate }
$CURRENT_HOLDER$ = { save_scope_as = old_holder }
custom_tooltip = $COURT_POSITION$_old_holder_aptitude_tooltip
clear_saved_scope = candidate
clear_saved_scope = old_holder
remove_character_flag = temporary_court_position_cost_removal
}
else_if = {
limit = {
can_appoint_char_to_court_position = { CHAR = $CHARACTER$ COURT_POS = $LAAMP_POSITION$_camp_officer }
exists = $CURRENT_HOLDER$
$CHARACTER$.aptitude:$LAAMP_POSITION$_camp_officer > $CURRENT_HOLDER$.aptitude:$LAAMP_POSITION$_camp_officer
}
add_character_flag = temporary_court_position_cost_removal
replace_court_position = {
recipient = $CHARACTER$
holder = $CURRENT_HOLDER$
court_position = $LAAMP_POSITION$_camp_officer
}
$CHARACTER$ = { save_scope_as = candidate }
$CURRENT_HOLDER$ = { save_scope_as = old_holder }
custom_tooltip = $COURT_POSITION$_old_holder_aptitude_tooltip
clear_saved_scope = candidate
clear_saved_scope = old_holder
remove_character_flag = temporary_court_position_cost_removal
}
else = {
show_as_tooltip = {
add_courtier = $CHARACTER$
}
}
if = {
limit = {
has_activity_intent = journey_curiosity_intent
}
add_hook = {
type = strong_obligation_hook
target = $CHARACTER$
}
custom_tooltip = obligation_hook_tt
}
}As written in game/common/scripted_effects/08_bp3_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls hire_for_two_court_position_journey_laamp_replacement_effect.
Events (2)
- Learned Locals
bp3_journey.1500 - The … of …
bp3_journey.2200
Source: game/common/scripted_effects/08_bp3_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.