Scripted effect · The Royal Court files
create_artifact_dynastic_imperial_seal_effect
create_artifact_dynastic_imperial_seal_effect = { OWNER = … SMITH = … }game/common/scripted_effects/00_ep1_artifact_creation_effects.txt, line 11002 (79 lines). Parameters: $OWNER$, $SMITH$.
create_artifact_dynastic_imperial_seal_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 11002 of its file. A call passes 2 parameters: OWNER and SMITH. The game's script calls it in 3 places, among them historical_artifacts.0023 (event), The … Court (event court_maintenance.0011) and The Foundation of a State (event tgp_dynastic_cycle.9001). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.
What it does
get_artifact_wealth_effect = yesget_artifact_quality_effect = yes- “… Imperial Seal” 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 (79 lines of game script)
create_artifact_dynastic_imperial_seal_effect = {
# Get the character the artifact is being made for.
$OWNER$ = { save_scope_as = owner }
$SMITH$ = { save_scope_as = seal_maker }
# Get artifact quality and wealth
get_artifact_wealth_effect = yes
get_artifact_quality_effect = yes
# Create the artifact
create_artifact = {
name = dynastic_imperial_seal.name
description = dynastic_imperial_seal.desc
creator = scope:seal_maker
visuals = special_seal
type = seal_of_investiture_court
wealth = scope:wealth
quality = scope:quality
modifier = artifact_placeholder_modifier
save_scope_as = newly_created_artifact
}
hidden_effect_new_object = {
scope:newly_created_artifact = {
# Prestige modifier is scaled based on the Wealth of the artifact (opulence).
add_scaled_artifact_modifier_prestige_effect = yes
# Add a rulership-related modifier based on the Quality of the artifact.
if = {
limit = { # Chance to add a second rulership-related modifier for high rarity artifacts.
OR = {
rarity = famed
rarity = illustrious
}
}
random_list = {
50 = {
add_2_scaled_artifact_modifier_rulership_effect = yes
}
50 = {
add_scaled_artifact_modifier_rulership_effect = yes
}
}
}
else = {
add_scaled_artifact_modifier_rulership_effect = yes
}
# Add a majesty-related modifier based on the Quality of the artifact.
if = {
limit = { # Chance to add a second majesty-related modifier for high rarity artifacts.
OR = {
rarity = famed
rarity = illustrious
}
}
random_list = {
50 = {
add_2_scaled_artifact_modifier_majesty_effect = yes
}
50 = {
add_scaled_artifact_modifier_majesty_effect = yes
}
}
}
else = {
add_scaled_artifact_modifier_majesty_effect = yes
}
set_variable = {
name = quality
value = scope:quality
}
set_variable = {
name = wealth
value = scope:wealth
}
}
}
}As written in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls create_artifact_dynastic_imperial_seal_effect.
Events (3)
- historical_artifacts.0023
- The … Court
court_maintenance.0011 - The Foundation of a State
tgp_dynastic_cycle.9001
Source: game/common/scripted_effects/00_ep1_artifact_creation_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.