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

create_proper_coronation_artifact_setup

create_proper_coronation_artifact_setup = yes

game/common/scripted_effects/10_ach_effects.txt, line 1034 (84 lines). No parameters.

create_proper_coronation_artifact_setup is a scripted effect in Crusader Kings III, in the Coronations files, written at line 1034 of its file. It takes no parameters: create_proper_coronation_artifact_setup = yes. The game's script calls it in 2 places, among them The … Court (event court_maintenance.0011) and create_proper_coronation_artifact (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/10_ach_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 (84 lines of game script)
create_proper_coronation_artifact_setup = {
	if = {
		limit = {
			coronation_proper_artifact_crown_trigger = yes
		}
		save_scope_value_as = {
			name = coronation_artifact
			value = flag:smith_type_crown
		}
	}
	else_if = {
		limit = {
			coronation_proper_artifact_regalia_trigger = yes
		}
		save_scope_value_as = {
			name = coronation_artifact
			value = flag:smith_type_regalia
		}
	}
	else = {
		save_scope_value_as = {
			name = coronation_artifact
			value = flag:smith_type_crown
		}
	}

	if = { #first we check for an antiquarian
		limit = {
			employs_court_position = antiquarian_court_position
		}
		random_court_position_holder = {
			type = antiquarian_court_position
			save_scope_as = crownmaker
		}
	}
	else_if = {
		limit = {
			any_pool_character = {
				province = root.capital_province
				has_no_particular_noble_roots_trigger = yes
				is_available_healthy_ai_adult = yes
				NOR = {
					exists = inspiration
					has_trait = peasant_leader
				}
			}
		}
		
		random_pool_character = {
			province = root.capital_province
			limit = {
				has_no_particular_noble_roots_trigger = yes
				is_available_healthy_ai_adult = yes
				NOR = {
					exists = inspiration
					has_trait = peasant_leader
				}
			}
			save_scope_as = crownmaker
		}
		hidden_effect = { root = { add_courtier = scope:crownmaker } }
	}
	else = {
		hidden_effect = {
			create_character = {
				template = local_artisan_template
				location = root.capital_province
				gender_female_chance = root_faith_dominant_gender_adjusted_female_chance
				save_scope_as = crownmaker
			}
			root = { add_courtier = scope:crownmaker }
		}
	}
	
	add_character_flag = waiting_for_a_crown

	scope:crownmaker = {
		set_variable = {
			name = artifact_smith_type
			value = scope:coronation_artifact
		}
		create_inspiration = smith_inspiration
	}
}

As written in game/common/scripted_effects/10_ach_effects.txt.

Where it is used

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

Events (1)

Source: game/common/scripted_effects/10_ach_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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