Scripted effect · Legacy of Persia files
create_artifact_oxus_bracelet_effect
create_artifact_oxus_bracelet_effect = { OWNER = … }game/common/scripted_effects/03_dlc_fp3_artifact_creation_effects.txt, line 4 (81 lines). Parameters: $OWNER$.
create_artifact_oxus_bracelet_effect is a scripted effect in Crusader Kings III, in the Legacy of Persia files, written at line 4 of its file. A call passes 1 parameter: OWNER. The game's script calls it in 3 places, among them historical_artifacts.0023 (event), Qanats of … (event travel_events_fp3.0021) and Tomb Raiders (event travel_events_fp3.0050). Patch 1.20.1.2, from game/common/scripted_effects/03_dlc_fp3_artifact_creation_effects.txt.
What it does
set_artifact_rarity_illustrious = yes- “Oxus Bracelet” 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 (81 lines of game script)
create_artifact_oxus_bracelet_effect = {
# Get the character the artifact is being made for.
$OWNER$ = { save_scope_as = owner }
# Not really used, but if we don't set the scopes we get errors in the feature selection
set_artifact_rarity_illustrious = yes
# Create the artifact
create_artifact = {
name = artifact_oxus_bracelet_name
description = artifact_oxus_bracelet_description
type = pedestal
visuals = oxus_bracelet
wealth = scope:wealth
quality = scope:quality
history = {
type = created_before_history
}
modifier = artifact_placeholder_modifier
save_scope_as = newly_created_artifact
}
#if = {
# limit = { exists = scope:adventurer }
# create_artifact = {
# name = artifact_necklace_name
# description = placeholder #properly set later
# visuals = necklace
# type = necklace
# modifier = artifact_placeholder_modifier
# wealth = scope:wealth
# quality = scope:quality
# save_scope_as = newly_created_artifact
# history = {
# location = scope:location
# actor = scope:adventurer
# recipient = root
# type = given
# }
# }
#}
#else = {
# create_artifact = {
# name = artifact_necklace_name
# creator = scope:owner
# description = placeholder #properly set later
# visuals = necklace
# type = necklace
# modifier = artifact_placeholder_modifier
# wealth = scope:wealth
# quality = scope:quality
# save_scope_as = newly_created_artifact
# }
#}
hidden_effect_new_object = {
scope:newly_created_artifact = {
remove_artifact_modifier = artifact_placeholder_modifier
# Set some Prestige and Grandeur
add_scaled_artifact_modifier_prestige_effect = yes
add_scaled_artifact_modifier_grandeur_small_effect = yes
# Let's add a random secondary effect
random_list = {
35 = {
add_scaled_artifact_modifier_majesty_effect = yes
}
35 = {
add_scaled_artifact_modifier_dynasty_prestige_effect = yes
}
15 = {
add_2_scaled_artifact_modifier_majesty_effect = yes
}
15 = {
add_scaled_artifact_modifier_attractiveness_effect = yes
}
}
}
}
}As written in game/common/scripted_effects/03_dlc_fp3_artifact_creation_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls create_artifact_oxus_bracelet_effect.
Events (3)
- historical_artifacts.0023
- Qanats of …
travel_events_fp3.0021 - Tomb Raiders
travel_events_fp3.0050
Source: game/common/scripted_effects/03_dlc_fp3_artifact_creation_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.