Scripted effect · Coronations files
create_proper_coronation_artifact_setup
create_proper_coronation_artifact_setup = yesgame/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
- Else, if all of these hold:
- Conditions › Any pool character:
province = root.capital_provincehas_no_particular_noble_roots_trigger = yesis_available_healthy_ai_adult = yes- Does not have the Trait: Peasant Leader
- Then › One random pool character:
- Where:
has_no_particular_noble_roots_trigger = yesis_available_healthy_ai_adult = yes- Does not have the Trait: Peasant Leader
province = root.capital_province
- Where:
- Conditions › Any pool character:
scope:crownmaker:create_inspiration = smith_inspiration
• 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)
- The … Court
court_maintenance.0011
Scripted effects (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.