Scripted effect
journey_employ_in_court_position
journey_employ_in_court_position = { CHARACTER = … COURT_POSITION = … }game/common/scripted_effects/00_journey_effects.txt, line 142 (42 lines). Parameters: $CHARACTER$, $COURT_POSITION$.
journey_employ_in_court_position is a scripted effect in Crusader Kings III, written at line 142 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 = $COURT_POSITION$_court_position
Then
appoint_court_position = { recipient = $CHARACTER$ court_position = $COURT_POSITION$_court_position }
- Their Aptitude is @aptitude:5:inherit_color!Excellent
If
is_valid_to_hire_court_position_type = $COURT_POSITION$_court_position
Then
employ_character_as_position_in_current_scope_court_effect = { CHARACTER = $CHARACTER$ POSITION = $COURT_POSITION$ }
Else if
scope:local_character.aptitude:$COURT_POSITION$_court_position > scope:current_holder.aptitude:$COURT_POSITION$_court_position
Then
replace_court_position = { recipient = $CHARACTER$ holder = scope:current_holder court_position = $COURT_POSITION$_court_position }
• 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_court_position = {
show_as_tooltip = {
if = {
limit = {
is_valid_to_hire_court_position_type = $COURT_POSITION$_court_position
}
appoint_court_position = {
recipient = $CHARACTER$
court_position = $COURT_POSITION$_court_position
}
}
}
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 = $COURT_POSITION$_court_position
NOT = { exists = scope:current_holder }
}
employ_character_as_position_in_current_scope_court_effect = {
CHARACTER = $CHARACTER$
POSITION = $COURT_POSITION$
}
}
else_if = {
limit = {
exists = scope:current_holder
scope:local_character.aptitude:$COURT_POSITION$_court_position > scope:current_holder.aptitude:$COURT_POSITION$_court_position
}
replace_court_position = {
recipient = $CHARACTER$
holder = scope:current_holder
court_position = $COURT_POSITION$_court_position
}
}
}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_court_position.
Events (1)
- Poor …
bp3_journey.1900
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.