Scripted effect
petition_liege_0101_council_seat_effect
petition_liege_0101_council_seat_effect = { JOB_TAKER = … VAR = … }game/common/scripted_effects/00_petition_liege_effects.txt, line 184 (94 lines). Parameters: $JOB_TAKER$, $VAR$.
petition_liege_0101_council_seat_effect is a scripted effect in Crusader Kings III, written at line 184 of its file. A call passes 2 parameters: JOB_TAKER and VAR. The game's script calls it in 2 places, among them Petition: Gold (event petition_liege.0101) and petition_type_outcome_effect (scripted effect). Its body carries 4 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_petition_liege_effects.txt.
The comment above it in the file
Give most fitting council seat
What it does
If
- scope:second_party: Is a Councillor
Then
scope:petition_liege:fire_councillor = scope:second_party
scope:second_party:progress_towards_rival_effect = { CHARACTER = scope:petition_vassal REASON = rival_council_seat OPINION = 0 }- Opinion: Annoyed (-10)
scope:petition_liege:If
scope:petition_vassal != $JOB_TAKER$
Then
add_courtier = $JOB_TAKER$
- Depending on $JOB TAKER$.var:$VAR$:
- When $JOB TAKER$.var:$VAR$ is Chancellor:
assign_councillor_type = { type = councillor_chancellor target = $JOB_TAKER$ }
- When $JOB TAKER$.var:$VAR$ is Marshal:
assign_councillor_type = { type = councillor_marshal target = $JOB_TAKER$ }
- When $JOB TAKER$.var:$VAR$ is Steward:
assign_councillor_type = { type = councillor_steward target = $JOB_TAKER$ }
- When $JOB TAKER$.var:$VAR$ is Spymaster:
assign_councillor_type = { type = councillor_spymaster target = $JOB_TAKER$ }
- When $JOB TAKER$.var:$VAR$ is court chaplain:
assign_councillor_type = { type = councillor_court_chaplain target = $JOB_TAKER$ }
- When $JOB TAKER$.var:$VAR$ is Chancellor:
petition_liege_block_firing_councillor_effect = { COURT_OWNER = scope:petition_liege JOB_TAKER = $JOB_TAKER$ }
• 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 (94 lines of game script)
petition_liege_0101_council_seat_effect = {
if = {
limit = {
exists = scope:second_party
scope:second_party = { is_councillor = yes }
}
scope:petition_liege = { fire_councillor = scope:second_party }
scope:second_party = {
progress_towards_rival_effect = {
CHARACTER = scope:petition_vassal
REASON = rival_council_seat
OPINION = 0
}
add_opinion = {
target = scope:petition_vassal
modifier = annoyed_opinion
opinion = -10
}
add_opinion = {
target = scope:petition_liege
modifier = annoyed_opinion
opinion = -10
}
}
}
scope:petition_liege = {
if = {
limit = { scope:petition_vassal != $JOB_TAKER$ }
add_courtier = $JOB_TAKER$
}
switch = {
trigger = $JOB_TAKER$.var:$VAR$
flag:chancellor = {
assign_councillor_type = { type = councillor_chancellor target = $JOB_TAKER$ }
}
flag:marshal = {
assign_councillor_type = { type = councillor_marshal target = $JOB_TAKER$ }
}
flag:steward = {
assign_councillor_type = { type = councillor_steward target = $JOB_TAKER$ }
}
flag:spymaster = {
assign_councillor_type = { type = councillor_spymaster target = $JOB_TAKER$ }
}
flag:court_chaplain = {
assign_councillor_type = { type = councillor_court_chaplain target = $JOB_TAKER$ }
}
}
}
petition_liege_block_firing_councillor_effect = {
COURT_OWNER = scope:petition_liege
JOB_TAKER = $JOB_TAKER$
}
scope:petition_vassal = {
hidden_effect = {
send_interface_toast = {
title = petition_liege.0101.t.council_seat
left_icon = scope:petition_liege
right_icon = $JOB_TAKER$
$JOB_TAKER$ = {
custom_description = { text = petition_liege_block_firing_councillor_effect_tt }
custom_tooltip = council_appointment_toast_desc_vassal
}
show_as_tooltip = {
reverse_add_opinion = {
target = scope:second_party
modifier = annoyed_opinion
opinion = -10
}
}
}
}
}
scope:petition_liege = {
hidden_effect = {
send_interface_toast = {
title = petition_liege.0101.t.council_seat
left_icon = $JOB_TAKER$
right_icon = scope:second_party
$JOB_TAKER$ = {
custom_description = { text = petition_liege_block_firing_councillor_effect_tt }
custom_tooltip = council_appointment_toast_desc_liege
}
show_as_tooltip = {
reverse_add_opinion = {
target = scope:second_party
modifier = annoyed_opinion
opinion = -10
}
}
}
}
}
}As written in game/common/scripted_effects/00_petition_liege_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls petition_liege_0101_council_seat_effect.
Events (1)
- Petition: Gold
petition_liege.0101
Scripted effects (1)
Source: game/common/scripted_effects/00_petition_liege_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.