CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Legacy of Persia files

create_artifact_sassanian_sword_effect

create_artifact_sassanian_sword_effect = { OWNER = … }

game/common/scripted_effects/03_dlc_fp3_artifact_creation_effects.txt, line 243 (70 lines). Parameters: $OWNER$.

create_artifact_sassanian_sword_effect is a scripted effect in Crusader Kings III, in the Legacy of Persia files, written at line 243 of its file. A call passes 1 parameter: OWNER. The game's script calls it in 2 places, among them 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

• 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 (70 lines of game script)
create_artifact_sassanian_sword_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

	random_list = {
		1 = { set_artifact_rarity_masterwork = yes }
		3 = { set_artifact_rarity_famed = yes }
		2 = { set_artifact_rarity_illustrious = yes }
	}

	# Create the artifact
	create_artifact = {
		name = artifact_sassanian_sword_name
		description = artifact_sassanian_sword_description
		type = regalia
		template = unique_regalia_template
		visuals = sassanian_sword
		wealth = scope:wealth
		quality = scope:quality
		history = {
			type = created_before_history
		}
		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_minor_prestige_effect = yes
			
			# Add a combat-related modifiers, 2 of them if it's famed.
			if = {
				limit = {
					rarity = famed
				}
				add_2_scaled_artifact_modifier_combat_effect = yes
			}
			else = {
				add_scaled_artifact_modifier_combat_effect = yes
			}

			# Add a Majesty-related modifier based on the Quality of the artifact.
			if = {
				limit = { # Add a second Majesty-related modifier for high rarity artifacts.
					OR = {
						rarity = famed
						rarity = illustrious
					}
				}
				add_2_scaled_artifact_modifier_majesty_effect = yes
			}
			else = {
				add_scaled_artifact_modifier_majesty_effect = yes
			}

			add_scaled_artifact_modifier_attractiveness_effect = yes

			set_variable = {
				name = quality
				value = scope:quality
			}
			set_variable = {
				name = wealth
				value = scope:wealth
			}
		}
	}
}

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_sassanian_sword_effect.

Events (2)

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.

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