CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

journey_employ_in_camp_position

journey_employ_in_camp_position = { CHARACTER = … COURT_POSITION = … }

game/common/scripted_effects/00_journey_effects.txt, line 185 (42 lines). Parameters: $CHARACTER$, $COURT_POSITION$.

journey_employ_in_camp_position is a scripted effect in Crusader Kings III, written at line 185 of its file. A call passes 2 parameters: CHARACTER and COURT_POSITION. The game's script calls it in 1 place, among them Poor … (event bp3_journey.1900). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_journey_effects.txt.

What it does

  • If

    • is_valid_to_hire_court_position_type = $COURT_POSITION$_camp_officer

    Then

    • appoint_court_position = { recipient = $CHARACTER$ court_position = $COURT_POSITION$_camp_officer }
  • Their Aptitude is @aptitude:5:inherit_color!Excellent
  • If

    • is_valid_to_hire_court_position_type = $COURT_POSITION$_camp_officer

    Then

    Else if

    • scope:local_character.aptitude:$COURT_POSITION$_camp_officer > scope:current_holder.aptitude:$COURT_POSITION$_camp_officer

    Then

    • replace_court_position = { recipient = $CHARACTER$ holder = scope:current_holder court_position = $COURT_POSITION$_camp_officer }

• 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 (42 lines of game script)
journey_employ_in_camp_position = {
	show_as_tooltip = {
		if = {
			limit = {
				is_valid_to_hire_court_position_type = $COURT_POSITION$_camp_officer
			}
			appoint_court_position = {
				recipient = $CHARACTER$
				court_position = $COURT_POSITION$_camp_officer
			}
		}
	}
	custom_tooltip = will_have_excellent_aptitude
	
	hidden_effect = {
		$CHARACTER$ = {
			add_to_court_and_entourage_effect = yes
		}
	}
	
	if = {
		limit = {
			is_valid_to_hire_court_position_type = $COURT_POSITION$_camp_officer
			NOT = { exists = scope:current_holder }
		}
		employ_character_as_position_in_current_scope_camp_effect = {
			CHARACTER = $CHARACTER$
			POSITION = $COURT_POSITION$
		}
	}
	else_if = {
		limit = {
			exists = scope:current_holder
			scope:local_character.aptitude:$COURT_POSITION$_camp_officer > scope:current_holder.aptitude:$COURT_POSITION$_camp_officer
		}
		replace_court_position = {
			recipient = $CHARACTER$
			holder = scope:current_holder
			court_position = $COURT_POSITION$_camp_officer
		}
	}
}

As written in game/common/scripted_effects/00_journey_effects.txt.

Where it is used

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

Events (1)

Source: game/common/scripted_effects/00_journey_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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