Scripted effect
court_ongoing_fetch_gift_modifier_effect
court_ongoing_fetch_gift_modifier_effect = { GIFT = … }game/common/scripted_effects/00_scheme_scripted_effects.txt, line 15844 (53 lines). Parameters: $GIFT$.
court_ongoing_fetch_gift_modifier_effect is a scripted effect in Crusader Kings III, written at line 15844 of its file. A call passes 1 parameter: GIFT. The game's script calls it in 2 places, among them Proof Of Devotion (event court_ongoing.1021) and court_ongoing_fetch_gift_target_outcome_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
What it does
- If have a Royal Court:
- Else, if (a hidden condition):
create_artifact_necklace_effect = { OWNER = scope:target SMITH = scope:target }hidden_effect_new_object = { … }
- Else, if (a hidden condition):
create_artifact_pressed_flower_effect = { OWNER = scope:target }clear_saved_scope = flower_specieshidden_effect_new_object = { … }
- Otherwise: Gains the modifier “$GIFT$ modifier” for 20 years
• 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 (53 lines of game script)
court_ongoing_fetch_gift_modifier_effect = {
#Wolf pelt
if = {
limit = {
scope:target = { has_character_flag = court_ongoing_wolf_pelt_flag }
has_royal_court = yes # Since these are court artifacts and serve no real purpose to those without a court
}
create_artifact_animal_hide_effect = {
OWNER = scope:target
HUNTER = scope:target
LEGENDARY = no
ANIMAL = flag:wolf
}
}
# Necklace
else_if = {
limit = {
scope:target = { has_character_flag = court_ongoing_necklace_flag }
}
create_artifact_necklace_effect = {
OWNER = scope:target
SMITH = scope:target
}
hidden_effect_new_object = {
scope:newly_created_artifact = {
flag_as_trash_artifact = yes
}
}
}
# Flower
else_if = {
limit = {
scope:target = { has_character_flag = court_ongoing_orchid_flag }
}
save_scope_value_as = {
name = flower_species
value = flag:flower_type_orchid
}
create_artifact_pressed_flower_effect = { OWNER = scope:target }
clear_saved_scope = flower_species
hidden_effect_new_object = {
scope:newly_created_artifact = {
flag_as_trash_artifact = yes
}
}
}
else = {
add_character_modifier = {
modifier = $GIFT$_modifier
years = 20
}
}
}As written in game/common/scripted_effects/00_scheme_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls court_ongoing_fetch_gift_modifier_effect.
Events (1)
- Proof Of Devotion
court_ongoing.1021
Scripted effects (1)
Source: game/common/scripted_effects/00_scheme_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.