Scripted effect
make_councillor_start_up_effect
make_councillor_start_up_effect = yesgame/common/scripted_effects/00_councillor_effects.txt, line 1039 (81 lines). No parameters.
make_councillor_start_up_effect is a scripted effect in Crusader Kings III, written at line 1039 of its file. It takes no parameters: make_councillor_start_up_effect = yes. The game's script calls it in 1 place, among them on_game_start_after_lobby (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_councillor_effects.txt.
What it does
- Their liege or court owner › If government is Nomadic:
If
scope:new_councillor:can_be_kurultai_trigger = { … }
Then
assign_councillor_type = { type = councillor_kurultai_1 remove_existing_councillor = yes target = scope:new_councillor }
Else if
scope:new_councillor:can_be_kurultai_trigger = { … }
Then
assign_councillor_type = { type = councillor_kurultai_2 remove_existing_councillor = yes target = scope:new_councillor }
Else if
scope:new_councillor:can_be_kurultai_trigger = { … }
Then
assign_councillor_type = { type = councillor_kurultai_3 remove_existing_councillor = yes target = scope:new_councillor }
Else if
scope:new_councillor:can_be_kurultai_trigger = { … }
Then
assign_councillor_type = { type = councillor_kurultai_4 remove_existing_councillor = yes target = scope:new_councillor }
• 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 (81 lines of game script)
make_councillor_start_up_effect = {
save_scope_as = new_councillor
liege_or_court_owner = {
# Kurultai cp slots only exist under nomadic government (liege_or_court_owner may be a non-nomad direct liege).
if = {
limit = { government_has_flag = government_is_nomadic }
if = {
limit = {
NOT = { exists = cp:councillor_kurultai_1 }
scope:new_councillor = {
can_be_kurultai_trigger = {
COURT_OWNER = scope:new_councillor.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 = scope:new_councillor
}
}
else_if = {
limit = {
NOT = { exists = cp:councillor_kurultai_2 }
scope:new_councillor = {
can_be_kurultai_trigger = {
COURT_OWNER = scope:new_councillor.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 = scope:new_councillor
}
}
else_if = {
limit = {
NOT = { exists = cp:councillor_kurultai_3 }
scope:new_councillor = {
can_be_kurultai_trigger = {
COURT_OWNER = scope:new_councillor.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 = scope:new_councillor
}
}
else_if = {
limit = {
NOT = { exists = cp:councillor_kurultai_4 }
scope:new_councillor = {
can_be_kurultai_trigger = {
COURT_OWNER = scope:new_councillor.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 = scope:new_councillor
}
}
}
}
}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_start_up_effect.
On actions (the game's own hooks) (1)
- on_game_start_after_lobby
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.