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
get_artifact_quality_effect = yesget_artifact_wealth_effect = yes- 1 of 11 things will happen:
- 9%: Nothing else happens
- 9%: Nothing else happens
- 9%: Nothing else happens
- 9%: Nothing else happens
- 9%: Nothing else happens
- 9%: Nothing else happens
- 9%: Nothing else happens
- 9%: Nothing else happens
- 9%: Nothing else happens
- 9%: Nothing else happens
- 9%: Nothing else happens
If
scope:christian_relic_name = flag:lance
Then
set_artifact_rarity_illustrious = yes- “Spear of Destiny” Artifact is created
Else if
One of these
scope:christian_relic_name = flag:sandalsor
scope:christian_relic_name = flag:girdleor
scope:christian_relic_name = flag:loinclothor
scope:christian_relic_name = flag:crownor
scope:christian_relic_name = flag:veronica
Then
set_artifact_rarity_illustrious = yes- “…” Artifact is created
Otherwise
- “…” 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
add_artifact_modifier = artifact_monthly_prestige_penalty_modifier
• 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.
Events (3)
- …: Fortified Monuments
travel_events_cities.1020 - historical_artifacts.0023
- debug.349
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.