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
scope:owner:If
One of these
NOT = { exists = var:animal_type }or
Animal type is none
Then
- 1 of 2 things will happen:
- 80%:
hunt_activity_standard_game_effect = { PROVINCE = scope:hunter.location HUNTER = scope:hunter }
- 20%:
hunt_activity_dangerous_game_effect = { PROVINCE = scope:hunter.location }
- 80%:
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 (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_artifactAs 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.
Events (6)
- A Beautiful Specimen
hunt.5003 - Hawking Meat
bp3_journey.1400 - Mandala Ritual: Beasts in the …
tgp_east_asia_mandala_task_contract_events.4800 - Rampaging …
hunt.4900 - Lorem ipsum dolor sit amet, consectetur adipiscing elit.
debug.9620 - Lorem ipsum dolor sit amet, consectetur adipiscing elit.
debug.9621
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.