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

make_councillor_kurultai_effect

make_councillor_kurultai_effect = yes

game/common/scripted_effects/00_councillor_effects.txt, line 970 (68 lines). No parameters.

make_councillor_kurultai_effect is a scripted effect in Crusader Kings III, written at line 970 of its file. It takes no parameters: make_councillor_kurultai_effect = yes. The game's script calls it in 1 place, among them lover.1006 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_councillor_effects.txt.

What it does

  • If

    Then

    • If

      Then

      • assign_councillor_type = { type = councillor_kurultai_1 remove_existing_councillor = yes target = root }

      Else if

      Then

      • assign_councillor_type = { type = councillor_kurultai_2 remove_existing_councillor = yes target = root }

      Else if

      Then

      • assign_councillor_type = { type = councillor_kurultai_3 remove_existing_councillor = yes target = root }

      Else if

      Then

      • assign_councillor_type = { type = councillor_kurultai_4 remove_existing_councillor = yes target = root }

• 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 (68 lines of game script)
make_councillor_kurultai_effect = {
	if = {
		limit = { # bruh
			is_kurultai_trigger = no
		}

		if = {
			limit = {
				can_be_kurultai_trigger = { 
					COURT_OWNER = root.liege_or_court_owner 
					CP1 = councillor_kurultai_2
					CP2 = councillor_kurultai_3
					CP3 = councillor_kurultai_4
				}
			}
			assign_councillor_type = {
				type = councillor_kurultai_1
				remove_existing_councillor = yes
				target = root
			}
		}
		else_if = {
			limit = {
				can_be_kurultai_trigger = { 
					COURT_OWNER = root.liege_or_court_owner 
					CP1 = councillor_kurultai_1
					CP2 = councillor_kurultai_3
					CP3 = councillor_kurultai_4
				}
			}
			assign_councillor_type = {
				type = councillor_kurultai_2
				remove_existing_councillor = yes
				target = root
			}
		}
		else_if = {
			limit = {
				can_be_kurultai_trigger = { 
					COURT_OWNER = root.liege_or_court_owner 
					CP1 = councillor_kurultai_1
					CP2 = councillor_kurultai_2
					CP3 = councillor_kurultai_4
				}
			}
			assign_councillor_type = {
				type = councillor_kurultai_3
				remove_existing_councillor = yes
				target = root
			}
		}
		else_if = {
			limit = {
				can_be_kurultai_trigger = { 
					COURT_OWNER = root.liege_or_court_owner 
					CP1 = councillor_kurultai_1
					CP2 = councillor_kurultai_2
					CP3 = councillor_kurultai_3
				}
			}
			assign_councillor_type = {
				type = councillor_kurultai_4
				remove_existing_councillor = yes
				target = root
			}
		}
	}
}

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

Where it is used

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

Events (1)

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

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