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

coronation_create_artifact_yearly_effect

coronation_create_artifact_yearly_effect = yes

game/common/scripted_effects/10_ach_effects.txt, line 6229 (94 lines). No parameters.

coronation_create_artifact_yearly_effect is a scripted effect in Crusader Kings III, in the Coronations files, written at line 6229 of its file. It takes no parameters: coronation_create_artifact_yearly_effect = yes. The game's script calls it in 1 place, among them yearly_playable_pulse (on action). Patch 1.20.1.2, from game/common/scripted_effects/10_ach_effects.txt.

What it does

  • If

    • Highest held Title is at least Empire Rank
    • Realm size (counties) at least 120

    Then

  • Otherwise › 1 of 2 things will happen:
    • 50%: Nothing else happens
    • 50%: Nothing else happens
  • If

    • scope:artifact_type = flag:crown

    Then

    • “… Regnal Crown” Artifact is created
    • hidden_effect_new_object = { … }

    Else if

    • scope:artifact_type = flag:regalia

    Then

• 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)
coronation_create_artifact_yearly_effect = {
	save_scope_as = owner
	if = {
		limit = {
			highest_held_title_tier >= tier_empire
			realm_size >= 120
		}
		set_artifact_rarity_famed = yes
	}
	else = {
		set_artifact_rarity_masterwork = yes
	}

	if = {
		limit = {
			coronation_proper_artifact_crown_trigger = yes
		}
		save_scope_value_as = {
			name = artifact_type
			value = flag:crown
		}
	}
	else_if = {
		limit = {
			coronation_proper_artifact_regalia_trigger = yes
		}
		save_scope_value_as = {
			name = artifact_type
			value = flag:regalia
		}
	}
	else = {
		random_list = {
			1 = {
				save_scope_value_as = {
					name = artifact_type
					value = flag:crown
				}
			}
			1 = {
				save_scope_value_as = {
					name = artifact_type
					value = flag:regalia
				}
			}
		}
	}
	if = {
		limit = {
			scope:artifact_type = flag:crown
		}
		create_artifact = {
			name = ach_yearly_crown_name
			description = ach_yearly_crown_desc
			type = helmet
			visuals = crown
			wealth = scope:wealth
			template = crown_wearable_template
			quality = scope:quality
			decaying = no
			modifier = artifact_parochial_vassal_opinion_3_modifier
			creator = scope:owner
			save_scope_as = newly_created_artifact
		}
		hidden_effect_new_object = {
			scope:newly_created_artifact = {
				add_scaled_artifact_modifier_rulership_effect = yes
			}
		}
	}
	else_if = {
		limit = {
			scope:artifact_type = flag:regalia
		}
		create_artifact = {
			name = ach_yearly_regalia_name
			description = ach_yearly_regalia_desc
			type = regalia
			template = regalia_template
			visuals = regalia
			wealth = scope:wealth
			quality = scope:quality
			decaying = no
			modifier = artifact_parochial_vassal_opinion_3_modifier
			creator = scope:owner
			save_scope_as = newly_created_artifact
		}
		hidden_effect_new_object = {
			scope:newly_created_artifact = {
				add_scaled_artifact_modifier_rulership_effect = yes
			}
		}
	}
}

As written in game/common/scripted_effects/10_ach_effects.txt.

Where it is used

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

On actions (the game's own hooks) (1)

  • yearly_playable_pulse

Source: game/common/scripted_effects/10_ach_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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