Scripted effect · Coronations files
coronation_create_artifact_yearly_effect
coronation_create_artifact_yearly_effect = yesgame/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
Then
Otherwise
- 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
- “… Coronation Regalia” Artifact is created
hidden_effect_new_object = { … }
• 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.