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

create_artifact_sword_goujian_effect

create_artifact_sword_goujian_effect = { OWNER = … }

game/common/scripted_effects/01_exp1_historical_artifacts_creation_effect.txt, line 2538 (114 lines). Parameters: $OWNER$.

create_artifact_sword_goujian_effect is a scripted effect in Crusader Kings III, written at line 2538 of its file. A call passes 1 parameter: OWNER. The game's script calls it in 1 place, among them 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
  • 1 of 3 things will happen:
    • 33%: Nothing else happens
    • 33%: Nothing else happens
    • 33%: Nothing else happens
  • “Sword of Gujian” Artifact is created
  • scope:newly_created_artifact › 1 of 8 things will happen:
    • 13%:
      • add_artifact_modifier = goujian_sword_1_modifier
    • 13%:
      • add_artifact_modifier = goujian_sword_2_modifier
    • 13%:
      • add_artifact_modifier = goujian_sword_3_modifier
    • 13%:
      • add_artifact_modifier = goujian_sword_4_modifier
    • 13%:
      • add_artifact_modifier = goujian_sword_5_modifier
    • 13%:
      • add_artifact_modifier = goujian_sword_6_modifier
    • 13%:
      • add_artifact_modifier = goujian_sword_7_modifier
    • 13%:
      • add_artifact_modifier = goujian_sword_8_modifier
  • If

    • scope:goujian_sword_name = flag:refulgence

    Then

    • scope:gujian_sword:
      • set_artifact_description = artifact_sword_goujian_refulgence
  • If

    • scope:goujian_sword_name = flag:purity

    Then

    • scope:gujian_sword:
      • set_artifact_description = artifact_sword_goujian_purity

• 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 (114 lines of game script)
create_artifact_sword_goujian_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

	# Identify which sword it is
	random_list = {
		10 = {
			trigger = {
				NOT = {
					any_artifact = {
						has_variable = sword_goujian_purity
					}
				}
			}
			save_scope_value_as = {
				name = goujian_sword_name
				value = flag:purity
			}
		}
		10 = {
			trigger = {
				NOT = {
					any_artifact = {
						has_variable = sword_goujian_refulgence
					}
				}
			}
			save_scope_value_as = {
				name = goujian_sword_name
				value = flag:refulgence
			}
			set_variable = sword_goujian_refulgence
		}
		10 = {
			#Nothing
		}
	}

	# Create the artifact
	create_artifact = {	
		name = artifact_sword_goujian_name
		description = artifact_sword_goujian
		type = pedestal
		visuals = tgp_sword_of_goujian
		wealth = scope:wealth
		quality = scope:quality
		template = sword_goujian_template
		history = {
			type = created_before_history
		}
		modifier = goujian_sword_modifier
		save_scope_as = newly_created_artifact
		decaying = no
	}

	scope:newly_created_artifact = {
		set_variable = { name = historical_unique_artifact value = yes }
		set_variable = sword_of_goujian
		save_scope_as = gujian_sword
		random_list = {
			pick = 2
			unique = yes
			10 = {
				add_artifact_modifier = goujian_sword_1_modifier
			}
			10 = {
				add_artifact_modifier = goujian_sword_2_modifier
			}
			10 = {
				add_artifact_modifier = goujian_sword_3_modifier
			}
			10 = {
				add_artifact_modifier = goujian_sword_4_modifier
			}
			10 = {
				add_artifact_modifier = goujian_sword_5_modifier
			}
			10 = {
				add_artifact_modifier = goujian_sword_6_modifier
			}
			10 = {
				add_artifact_modifier = goujian_sword_7_modifier
			}
			10 = {
				add_artifact_modifier = goujian_sword_8_modifier
			}
		}
	}
	if = {
		limit = {
			exists = scope:goujian_sword_name
			scope:goujian_sword_name = flag:refulgence
		}
		scope:gujian_sword = {
			set_artifact_description = artifact_sword_goujian_refulgence
			set_variable = sword_goujian_refulgence
		}
	}
	if = {
		limit = {
			exists = scope:goujian_sword_name
			scope:goujian_sword_name = flag:purity
		}
		scope:gujian_sword = {
			set_artifact_description = artifact_sword_goujian_purity
			set_variable = sword_goujian_purity
		}
	}
	scope:gujian_sword = {
		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_sword_goujian_effect.

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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