CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · The Royal Court files

create_artifact_wall_narwhal_horn_effect

create_artifact_wall_narwhal_horn_effect = { HUNTER = … OWNER = … }

game/common/scripted_effects/01_ep1_court_artifact_creation_effects.txt, line 768 (101 lines). Parameters: $HUNTER$, $OWNER$.

create_artifact_wall_narwhal_horn_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 768 of its file. A call passes 2 parameters: HUNTER and OWNER. The game's script calls it in 4 places, among them Heirloom Offering (event emperor_imperial_examination.300), 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_ep1_court_artifact_creation_effects.txt.

What it does

  • save_adventurer_location_effect = yes
  • hidden_effect_new_object = { … }
  • scope:newly_created_artifact:
    • If

      • scope:quality >= 66

      Then

      • add_artifact_modifier = artifact_court_grandeur_baseline_add_2_modifier

      Else if

      • scope:quality >= 33

      Then

      • add_artifact_modifier = artifact_court_grandeur_baseline_add_1_modifier
    • If

      • scope:wealth >= 66

      Then

      • add_artifact_modifier = artifact_monthly_prestige_2_modifier

      Else if

      • scope:wealth >= 33

      Then

      • add_artifact_modifier = artifact_placeholder_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 (101 lines of game script)
create_artifact_wall_narwhal_horn_effect = {
	$OWNER$ = { save_scope_as = owner }
	$HUNTER$ = { save_scope_as = hunter }
	save_adventurer_location_effect = yes

	hidden_effect_new_object = {
		# Get artifact quality and wealth
		get_artifact_quality_effect = yes
		get_artifact_wealth_effect = yes
		scope:owner = {
			set_variable = {
				name = animal_type
				value = flag:unicorn
				days = 1
			}
			if = {
				limit = { exists = scope:adventurer }
				scope:adventurer = { save_scope_as = creator }
			}
			else = { save_scope_as = creator }
		}
		scope:owner = {
			if = {
				limit = {
					exists = scope:adventurer
				}
				create_artifact = {	
					name = artifact_wall_narwhal_horn_name
					description = artifact_wall_narwhal_horn
					visuals = animal_trophy
					type = animal_skull
					modifier = artifact_monthly_prestige_3_modifier
					wealth = scope:wealth
					quality = scope:quality
					save_scope_as = newly_created_artifact
					history = {
						location = scope:location
						actor = scope:adventurer
						recipient = root
						type = discovered
					}
				}
			}
			else = {
				create_artifact = {	
					name = artifact_wall_narwhal_horn_name
					description = artifact_wall_narwhal_horn
					creator = scope:hunter
					visuals = animal_trophy
					type = animal_skull
					modifier = artifact_monthly_prestige_3_modifier
					wealth = scope:wealth
					quality = scope:quality
					#decaying = no
					save_scope_as = newly_created_artifact
				}
			}
		}
		scope:newly_created_artifact = {
			# Set grandeur
			add_scaled_artifact_modifier_grandeur_big_effect = yes
			# Set prestige
			add_scaled_artifact_modifier_prestige_effect = yes
			add_scaled_artifact_modifier_piety_effect = yes
			# Extra for really good stuff
			if = {
				limit = {
					OR = {
						rarity = illustrious
						rarity = famed
					}
				}
				add_scaled_artifact_modifier_majesty_effect = yes
				add_scaled_artifact_modifier_dynasty_prestige_effect = yes
			}
			remove_artifact_modifier = artifact_placeholder_modifier
			save_scope_as = epic
		}
	}
	scope:newly_created_artifact = {
		if = {
			limit = { scope:quality >= 66 }
			add_artifact_modifier = artifact_court_grandeur_baseline_add_2_modifier
		}
		else_if = {
			limit = { scope:quality >= 33 }
			add_artifact_modifier = artifact_court_grandeur_baseline_add_1_modifier
		}

		# Wealth determines prestige
		if = {
			limit = { scope:wealth >= 66 }
			add_artifact_modifier = artifact_monthly_prestige_2_modifier
		}
		else_if = {
			limit = { scope:wealth >= 33 }
			add_artifact_modifier = artifact_placeholder_modifier
		}
		save_scope_as = epic
	}
}

As written in game/common/scripted_effects/01_ep1_court_artifact_creation_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls create_artifact_wall_narwhal_horn_effect.

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.

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