Scripted effect
add_character_artifact_claim_to_scope_effect
add_character_artifact_claim_to_scope_effect = { SCOPE = … }game/common/scripted_effects/00_scripted_effects.txt, line 96 (11 lines). Parameters: $SCOPE$.
add_character_artifact_claim_to_scope_effect is a scripted effect in Crusader Kings III, written at line 96 of its file. A call passes 1 parameter: SCOPE. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_scripted_effects.txt.
The comment above it in the file
ARTIFACTS
What it does
If
NOT = { $SCOPE$ = { has_personal_artifact_claim = scope:artifact } }
Then
$SCOPE$ = { add_personal_artifact_claim = prev }
• 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 (11 lines of game script)
add_character_artifact_claim_to_scope_effect = {
prev = { save_scope_as = artifact }
if = {
limit = {
NOT = {
$SCOPE$ = { has_personal_artifact_claim = scope:artifact }
}
}
$SCOPE$ = { add_personal_artifact_claim = prev }
}
}As written in game/common/scripted_effects/00_scripted_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_effects/00_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.