Scripted effect · The Royal Court files
create_artifact_wall_banner_effect
create_artifact_wall_banner_effect = { CREATOR = … OWNER = … TARGET = … }game/common/scripted_effects/01_ep1_court_artifact_creation_effects.txt, line 1468 (706 lines). Parameters: $CREATOR$, $OWNER$, $TARGET$.
create_artifact_wall_banner_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 1468 of its file. A call passes 3 parameters: CREATOR, OWNER and TARGET. The game's script calls it in 8 places, among them historical_artifacts.0023 (event), Inspiration Realized (event fund_inspiration.1001) and Inspiration Realized (event fund_inspiration.1042). Patch 1.20.1.2, from game/common/scripted_effects/01_ep1_court_artifact_creation_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (120 lines of game script)
create_artifact_wall_banner_effect = {
$OWNER$ = { save_scope_as = owner }
$CREATOR$ = { save_scope_as = creator }
$TARGET$ = { save_scope_as = target } #Can be a title, a house or a dynasty
#This effect can be used to generate banners - either from battle or a character.
#For battle banners the variables epic_battle_location and epic_loser must be set.
#To generate a dynasty banner the variable banner_from_dynasty must be set
#To generate a house banner the variable banner_from_house must be set
#To generate a banner for a title no special variables need to be set
hidden_effect_new_object = {
if = {
limit = { has_variable = epic_battle_location }
var:epic_battle_location = { save_scope_as = epic_battle_location }
remove_variable = epic_battle_location
}
if = {
limit = { has_variable = epic_loser }
var:epic_loser = { save_scope_as = epic_loser }
remove_variable = epic_loser
}
# Dynasty banner rarity determined by Dynasty Splendor
if = {
limit = {
scope:owner = { has_variable = banner_from_dynasty }
}
if = {
limit = { scope:owner.dynasty.dynasty_prestige_level = max_dynasty_prestige_level }
set_artifact_rarity_illustrious = yes
}
else_if = {
limit = { scope:owner.dynasty.dynasty_prestige_level >= high_dynasty_prestige_level }
set_artifact_rarity_famed = yes
}
else_if = {
limit = { scope:owner.dynasty.dynasty_prestige_level >= medium_dynasty_prestige_level }
set_artifact_rarity_masterwork = yes
}
else = { set_artifact_rarity_common = yes }
}
# Other banners use default rarity script
else = {
get_artifact_quality_effect = yes
get_artifact_wealth_effect = yes
}
scope:owner = {
if = { #Dynasty Banner
limit = { has_variable = banner_from_dynasty }
if = { #Startup Banner
limit = { has_variable = startup_banner }
create_artifact = {
name = artifact_wall_banner_dynasty_name
description = artifact_wall_banner_dynasty_description
visuals = banner
visuals_source = scope:target
template = dynasty_banner_template
type = wall_big
modifier = artifact_placeholder_modifier
save_scope_as = newly_created_artifact
wealth = scope:wealth
quality = scope:quality
history = {
type = created
recipient = scope:owner
location = scope:owner.capital_province
}
}
remove_variable = startup_banner
}
else = { #Created Banner
create_artifact = {
name = artifact_wall_banner_dynasty_name
creator = scope:creator
description = artifact_wall_banner_dynasty_description
visuals = banner
visuals_source = scope:target
template = dynasty_banner_template
type = wall_big
modifier = artifact_placeholder_modifier
save_scope_as = newly_created_artifact
wealth = scope:wealth
quality = scope:quality
}
}
scope:newly_created_artifact = {
set_variable = { # Tracks house
name = banner_dynasty
value = scope:target
}
set_variable = { # Tracks first owner
name = banner_commissioner
value = scope:owner
}
grant_banner_house_claim_effect = yes
set_artifact_description = artifact_wall_banner_dynasty_description # For commissioner flavor
}
}
else_if = { #House Banner
limit = { has_variable = banner_from_house }
if = { #Startup Banner
limit = { has_variable = startup_banner }
create_artifact = {
name = artifact_wall_banner_house_name
description = artifact_wall_banner_house_description
visuals = banner
visuals_source = scope:target
template = house_banner_template
type = wall_big
modifier = artifact_placeholder_modifier
save_scope_as = newly_created_artifact
wealth = scope:wealth
quality = scope:quality
history = {
type = created
recipient = scope:owner
location = scope:owner.capital_province
}
}As written in game/common/scripted_effects/01_ep1_court_artifact_creation_effects.txt.
The first 120 of its 706 lines; the rest is in game/common/scripted_effects/01_ep1_court_artifact_creation_effects.txt from line 1468.
Where it is used
Every place in common/, events/ and history/ that calls create_artifact_wall_banner_effect.
Character interactions (1)
- Bestow Artifact
Events (7)
- historical_artifacts.0023
- Inspiration Realized
fund_inspiration.1001 - Inspiration Realized
fund_inspiration.1042 - Tailor: Threaded Gifts
ep2_locale_events.2511 - The … Court
court_maintenance.0011 - The Enemy Banner
artifact.6001
1 more
- … Banner
debug.326
Source: game/common/scripted_effects/01_ep1_court_artifact_creation_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.