Scripted effect
create_artifact_wall_muhammad_sword_effect
create_artifact_wall_muhammad_sword_effect = { OWNER = … }game/common/scripted_effects/01_exp1_historical_artifacts_creation_effect.txt, line 2244 (293 lines). Parameters: $OWNER$.
create_artifact_wall_muhammad_sword_effect is a scripted effect in Crusader Kings III, written at line 2244 of its file. A call passes 1 parameter: OWNER. The game's script calls it in 2 places, among them generate_historical_artifact_based_on_location_effect (scripted effect) 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
set_artifact_rarity_famed = yes- 1 of 9 things will happen:
- 11%: Nothing else happens
- 11%: Nothing else happens
- 11%: Nothing else happens
- 11%: Nothing else happens
- 11%: Nothing else happens
- 11%: Nothing else happens
- 11%: Nothing else happens
- 11%: Nothing else happens
- 11%: Nothing else happens
- “Sword of Muhammad” Artifact is created
- scope:newly_created_artifact › 1 of 8 things will happen:
- 13%:
add_artifact_modifier = muhammed_sword_1_modifier
- 13%:
add_artifact_modifier = muhammed_sword_2_modifier
- 13%:
add_artifact_modifier = muhammed_sword_3_modifier
- 13%:
add_artifact_modifier = muhammed_sword_4_modifier
- 13%:
add_artifact_modifier = muhammed_sword_5_modifier
- 13%:
add_artifact_modifier = muhammed_sword_6_modifier
- 13%:
add_artifact_modifier = muhammed_sword_7_modifier
- 13%:
add_artifact_modifier = muhammed_sword_8_modifier
- 13%:
If
scope:muhammad_sword_name = flag:aladb
Then
scope:muhammad_sword:add_artifact_history = { type = given date = 624.3.13 recipient = character:33922 }
If
scope:muhammad_sword_name = flag:almathur
Then
scope:muhammad_sword:add_artifact_history = { type = inherited date = 570.6.1 recipient = character:33922 }
If
scope:muhammad_sword_name = flag:arrasub
Then
scope:muhammad_sword:add_artifact_history = { type = inherited date = 570.6.1 recipient = character:33922 }
If
One of these
scope:muhammad_sword_name = flag:albattaror
scope:muhammad_sword_name = flag:haftor
scope:muhammad_sword_name = flag:qali
Then
scope:muhammad_sword:add_artifact_history = { … }
If
scope:muhammad_sword_name = flag:dhu
Then
scope:muhammad_sword:add_artifact_history = { … }
If
scope:muhammad_sword_name = flag:mikhdham
Then
scope:muhammad_sword:add_artifact_history = { type = given date = 610.1.1 recipient = character:33922 }
If
scope:muhammad_sword_name = flag:alqadib
Then
scope:muhammad_sword:add_artifact_history = { type = given date = 610.1.1 recipient = character:33922 }
• 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_wall_muhammad_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
set_artifact_rarity_famed = yes
# Identify which sword it is
random_list = {
10 = {
trigger = {
NOT = {
any_artifact = {
has_variable = sword_muhammad_aladb
}
}
}
save_scope_value_as = {
name = muhammad_sword_name
value = flag:aladb
}
}
10 = {
trigger = {
NOT = {
any_artifact = {
has_variable = sword_muhammad_almathur
}
}
}
save_scope_value_as = {
name = muhammad_sword_name
value = flag:almathur
}
}
10 = {
trigger = {
NOT = {
any_artifact = {
has_variable = sword_muhammad_arrasub
}
}
}
save_scope_value_as = {
name = muhammad_sword_name
value = flag:arrasub
}
}
10 = {
trigger = {
NOT = {
any_artifact = {
has_variable = sword_muhammad_albattar
}
}
}
save_scope_value_as = {
name = muhammad_sword_name
value = flag:albattar
}
}
10 = {
trigger = {
NOT = {
any_artifact = {
has_variable = sword_muhammad_haft
}
}
}
save_scope_value_as = {
name = muhammad_sword_name
value = flag:haft
}
}
10 = {
trigger = {
NOT = {
any_artifact = {
has_variable = sword_muhammad_qali
}
}
}
save_scope_value_as = {
name = muhammad_sword_name
value = flag:qali
}
}
10 = {
trigger = {
NOT = {
any_artifact = {
has_variable = sword_muhammad_dhu
}
}
}
save_scope_value_as = {
name = muhammad_sword_name
value = flag:dhu
}
}
10 = {
trigger = {
NOT = {
any_artifact = {
has_variable = sword_muhammad_mikhdham
}
}
}
save_scope_value_as = {
name = muhammad_sword_name
value = flag:mikhdham
}
}
10 = {
trigger = {
NOT = {
any_artifact = {
has_variable = sword_muhammad_alqadib
}
}As written in game/common/scripted_effects/01_exp1_historical_artifacts_creation_effect.txt.
The first 120 of its 293 lines; the rest is in game/common/scripted_effects/01_exp1_historical_artifacts_creation_effect.txt from line 2244.
Where it is used
Every place in common/, events/ and history/ that calls create_artifact_wall_muhammad_sword_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.