CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

create_artifact_pedestal_christian_relic_effect_hist

create_artifact_pedestal_christian_relic_effect_hist = { OWNER = … }

game/common/scripted_effects/01_exp1_historical_artifacts_creation_effect.txt, line 47 (303 lines). Parameters: $OWNER$.

create_artifact_pedestal_christian_relic_effect_hist is a scripted effect in Crusader Kings III, written at line 47 of its file. A call passes 1 parameter: OWNER. The game's script calls it in 4 places, among them …: Fortified Monuments (event travel_events_cities.1020), 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

• 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_pedestal_christian_relic_effect_hist = {
	# 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
	get_artifact_quality_effect = yes
	get_artifact_wealth_effect = yes

	# Identify which relic it is
	random_list = {
		10 = {
			save_scope_value_as = {
				name = christian_relic_name
				value = flag:nail
			}
		}
		10 = {
			save_scope_value_as = {
				name = christian_relic_name
				value = flag:thorn
			}
		}
		10 = {
			trigger = {
				NOT = {
					any_artifact = {
						has_variable = christian_sandals
					}
				}
			}
			save_scope_value_as = {
				name = christian_relic_name
				value = flag:sandals
			}
		}
		10 = {
			trigger = {
				NOT = {
					any_artifact = {
						has_variable = christian_girdle
					}
				}
			}
			save_scope_value_as = {
				name = christian_relic_name
				value = flag:girdle
			}
		}
		10 = {
			trigger = {
				NOT = {
					any_artifact = {
						has_variable = christian_lance
					}
				}
			}
			save_scope_value_as = {
				name = christian_relic_name
				value = flag:lance
			}
		}
		10 = {
			trigger = {
				NOT = {
					any_artifact = {
						count > 5
						has_variable = christian_skull
					}
				}
			}
			save_scope_value_as = {
				name = christian_relic_name
				value = flag:skull
			}
		}
		10 = {
			trigger = {
				NOT = {
					any_artifact = {
						count > 5
						has_variable = christian_arm
					}
				}
			}
			save_scope_value_as = {
				name = christian_relic_name
				value = flag:arm
			}
		}
		10 = {
			trigger = {
				NOT = {
					any_artifact = {
						has_variable = christian_loincloth
					}
				}
			}
			save_scope_value_as = {
				name = christian_relic_name
				value = flag:loincloth
			}
		}
		10 = {
			save_scope_value_as = {
				name = christian_relic_name
				value = flag:cross
			}
		}
		10 = {
			trigger = {
				NOT = {
					any_artifact = {
						has_variable = christian_crown
					}
				}
			}
			save_scope_value_as = {
				name = christian_relic_name
				value = flag:crown
			}
		}

As written in game/common/scripted_effects/01_exp1_historical_artifacts_creation_effect.txt.

The first 120 of its 303 lines; the rest is in game/common/scripted_effects/01_exp1_historical_artifacts_creation_effect.txt from line 47.

Where it is used

Every place in common/, events/ and history/ that calls create_artifact_pedestal_christian_relic_effect_hist.

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.

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