CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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

• 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)

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.

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