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

create_starting_generic_islamic_relic_effect

create_starting_generic_islamic_relic_effect = { RARITY = … }

game/common/scripted_effects/02_starting_holy_site_relics_effects.txt, line 1306 (27 lines). Parameters: $RARITY$.

create_starting_generic_islamic_relic_effect is a scripted effect in Crusader Kings III, written at line 1306 of its file. A call passes 1 parameter: RARITY. The game's script calls it in 1 place, among them create_starting_generic_relic_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/02_starting_holy_site_relics_effects.txt.

What it does

  • set_artifact_rarity_$RARITY$ = yes
  • 1 of 7 things will happen:
    • 14%: Nothing else happens
    • 14%: Nothing else happens
    • 14%: Nothing else happens
    • 14%: Nothing else happens
    • 14%: Nothing else happens
    • 14%: Nothing else happens
    • 14%: Nothing else happens
  • scope:relic_owner: “…” Artifact is created
  • finalize_starting_relic_effect = yes

• 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 (27 lines of game script)
create_starting_generic_islamic_relic_effect = {
	set_artifact_rarity_$RARITY$ = yes
	random_list = {
		10 = { save_scope_value_as = { name = islam_relic_name value = flag:hair } }
		10 = { save_scope_value_as = { name = islam_relic_name value = flag:cloak } }
		10 = { save_scope_value_as = { name = islam_relic_name value = flag:hand } }
		10 = { save_scope_value_as = { name = islam_relic_name value = flag:keys } }
		10 = { save_scope_value_as = { name = islam_relic_name value = flag:tooth } }
		10 = { save_scope_value_as = { name = islam_relic_name value = flag:seal } }
		10 = { save_scope_value_as = { name = islam_relic_name value = flag:banner } }
	}
	scope:relic_owner = {
		create_artifact = {
			name = artifact_pedestal_reliquary_islam_name
			description = artifact_pedestal_reliquary_islam_description
			type = pedestal
			template = islam_artifact_template
			visuals = pedestal_islamic_relic
			wealth = scope:wealth
			quality = scope:quality
			history = { type = created_before_history }
			modifier = artifact_placeholder_modifier
			save_scope_as = newly_created_artifact
		}
	}
	finalize_starting_relic_effect = yes
}

As written in game/common/scripted_effects/02_starting_holy_site_relics_effects.txt.

Where it is used

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

Source: game/common/scripted_effects/02_starting_holy_site_relics_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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