Scripted effect
create_artifact_pedestal_branch_relic_hinduism_effect
create_artifact_pedestal_branch_relic_hinduism_effect = { OWNER = … }game/common/scripted_effects/01_exp1_historical_artifacts_creation_effect.txt, line 986 (50 lines). Parameters: $OWNER$.
create_artifact_pedestal_branch_relic_hinduism_effect is a scripted effect in Crusader Kings III, written at line 986 of its file. A call passes 1 parameter: OWNER. The game's script calls it in 2 places, among them historical_artifacts.0023 (event) and inspiration_adventure_create_artifact_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/01_exp1_historical_artifacts_creation_effect.txt.
What it does
set_artifact_rarity_illustrious = yes- “Branch of …” Artifact is created
scope:newly_created_artifact:add_scaled_artifact_modifier_piety_effect = yesadd_scaled_artifact_modifier_grandeur_small_effect = yesIf
One of these
rarity = famedor
rarity = illustrious
Then
Otherwise
• 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 (50 lines of game script)
create_artifact_pedestal_branch_relic_hinduism_effect = {
# Get the character the artifact is being made for.
$OWNER$ = { save_scope_as = owner }
set_artifact_rarity_illustrious = yes
save_scope_value_as = {
name = branch_name
value = flag:kalpavriksha
}
# Create the artifact
create_artifact = {
name = artifact_pedestal_branch_name
description = artifact_pedestal_branch_description
type = pedestal
template = branch_hinduism_template
visuals = pedestal_branch_relic_hinduism
wealth = scope:wealth
quality = scope:quality
history = {
type = created_before_history
}
modifier = artifact_placeholder_modifier
save_scope_as = newly_created_artifact
}
scope:newly_created_artifact = {
set_variable = { name = historical_unique_artifact value = yes }
set_variable = {
name = relic_religion
value = religion:hinduism_religion
}
add_scaled_artifact_modifier_piety_effect = yes
add_scaled_artifact_modifier_grandeur_small_effect = yes
if = {
limit = {
OR = {
rarity = famed
rarity = illustrious
}
}
add_2_scaled_artifact_modifier_devotion_effect = yes
}
else = {
add_scaled_artifact_modifier_devotion_effect = yes
}
save_scope_as = epic
}
}As written in game/common/scripted_effects/01_exp1_historical_artifacts_creation_effect.txt.
Where it is used
Every place in common/, events/ and history/ that calls create_artifact_pedestal_branch_relic_hinduism_effect.
Events (1)
Scripted effects (1)
Source: game/common/scripted_effects/01_exp1_historical_artifacts_creation_effect.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.