CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · The Royal Court files

create_artifact_animal_trinket_effect

create_artifact_animal_trinket_effect = { ANIMAL = … HUNTER = … LEGENDARY = … OWNER = … }

game/common/scripted_effects/01_ep1_court_artifact_creation_effects.txt, line 873 (170 lines). Parameters: $ANIMAL$, $HUNTER$, $LEGENDARY$, $OWNER$.

create_artifact_animal_trinket_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 873 of its file. A call passes 4 parameters: ANIMAL, HUNTER, LEGENDARY and OWNER. The game's script calls it in 8 places, among them A Beautiful Specimen (event hunt.5003), Hawking Meat (event bp3_journey.1400) and Mandala Ritual: Beasts in the … (event tgp_east_asia_mandala_task_contract_events.4800). Patch 1.20.1.2, from game/common/scripted_effects/01_ep1_court_artifact_creation_effects.txt.

What it does

• 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 (120 lines of game script)
create_artifact_animal_trinket_effect = {
	# Get the character the artifact is being made for.
	$OWNER$ = { save_scope_as = owner }
	$HUNTER$ = { save_scope_as = hunter }
	save_scope_value_as = { name = legendary value = $LEGENDARY$ }
	scope:owner = {
		set_variable = { name = animal_type value = $ANIMAL$ days = 5 }
		if = {
			limit = {
				OR = {
					NOT = { exists = var:animal_type }
					var:animal_type ?= flag:none
				}
			}
			random_list = {
				8 = {
					hunt_activity_standard_game_effect = { PROVINCE = scope:hunter.location HUNTER = scope:hunter }
				}
				2 = {
					hunt_activity_dangerous_game_effect = { PROVINCE = scope:hunter.location }
				}
			}
		}
	}
	if = {
		limit = { exists = scope:adventurer }
		scope:adventurer = { save_scope_as = creator }
	}
	else = {
		scope:hunter = { save_scope_as = creator }
	}
	hidden_effect_new_object = {
		# Get artifact quality, wealth, materials, and decorations
		animal_artifact_wealth_quality_effect = yes
		get_animal_hunt_location_effect = yes
		scope:location = { add_to_list = artifact_material_sources }
		scope:owner = {
			if = {
				limit = {
					OR = {
						scope:owner.var:animal_type ?= flag:fox
						scope:owner.var:animal_type ?= flag:cat
					}
				}
				create_artifact = {	
					name = artifact_animal_trinket_name
					creator = scope:hunter
					description = placeholder
					visuals = fox_tail
					type = animal_trinket
					modifier = artifact_placeholder_modifier
					wealth = scope:wealth
					quality = scope:quality
					save_scope_as = newly_created_artifact
				}
			}
			else_if = {
				limit = {
					OR = {
						scope:owner.var:animal_type ?= flag:bear
						scope:owner.var:animal_type ?= flag:leopard
						scope:owner.var:animal_type ?= flag:lion
						scope:owner.var:animal_type ?= flag:tiger
						scope:owner.var:animal_type ?= flag:wolf
						scope:owner.var:animal_type ?= flag:lynx
						scope:owner.var:animal_type ?= flag:wolf
						scope:owner.var:animal_type ?= flag:dog
						scope:owner.var:animal_type ?= flag:hyena
					}
				}
				create_artifact = {	
					name = artifact_animal_trinket_name
					creator = scope:hunter
					description = placeholder
					visuals = bear_paw
					type = animal_trinket
					modifier = artifact_placeholder_modifier
					wealth = scope:wealth
					quality = scope:quality
					save_scope_as = newly_created_artifact
				}
			}
			else_if = {
				limit = {
					OR = {
						scope:owner.var:animal_type ?= flag:aurochs
						scope:owner.var:animal_type ?= flag:bison
						scope:owner.var:animal_type ?= flag:boar
					}
				}
				create_artifact = {	
					name = artifact_animal_trinket_name
					creator = scope:hunter
					description = placeholder
					visuals = tusk
					type = animal_trinket
					modifier = artifact_placeholder_modifier
					wealth = scope:wealth
					quality = scope:quality
					save_scope_as = newly_created_artifact
				}
			}
			else_if = {
				limit = {
					OR = {
						scope:owner.var:animal_type ?= flag:hare
						scope:owner.var:animal_type ?= flag:horse
						scope:owner.var:animal_type ?= flag:unicorn
					}
				}
				create_artifact = {	
					name = artifact_animal_trinket_name
					creator = scope:hunter
					description = placeholder
					visuals = pouch
					type = animal_trinket
					modifier = artifact_placeholder_modifier
					wealth = scope:wealth
					quality = scope:quality
					save_scope_as = newly_created_artifact

As written in game/common/scripted_effects/01_ep1_court_artifact_creation_effects.txt.

The first 120 of its 170 lines; the rest is in game/common/scripted_effects/01_ep1_court_artifact_creation_effects.txt from line 873.

Where it is used

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

History files (the start of the game) (1)

  • easteregg_anon_saltfish (characters)

Scripted effects (1)

Source: game/common/scripted_effects/01_ep1_court_artifact_creation_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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