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

create_starting_generic_relic_effect

create_starting_generic_relic_effect = { RARITY = … }

game/common/scripted_effects/02_starting_holy_site_relics_effects.txt, line 1236 (39 lines). Parameters: $RARITY$.

create_starting_generic_relic_effect is a scripted effect in Crusader Kings III, written at line 1236 of its file. A call passes 1 parameter: RARITY. The game's script calls it in 2 places, among them create_starting_holy_relic_eminent_effect (scripted effect) and create_starting_holy_relic_regular_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/02_starting_holy_site_relics_effects.txt.

The comment above it in the file

Per-religion helpers vary names so sites do not clone the same Branch of the Tree of Life

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 (39 lines of game script)
create_starting_generic_relic_effect = {
	if = {
		limit = { scope:relic_faith.religion = religion:christianity_religion }
		create_starting_generic_christian_relic_effect = { RARITY = $RARITY$ }
	}
	else_if = {
		limit = { scope:relic_faith.religion = religion:islam_religion }
		create_starting_generic_islamic_relic_effect = { RARITY = $RARITY$ }
	}
	else_if = {
		limit = { scope:relic_faith.religion = religion:buddhism_religion }
		create_starting_generic_buddhist_relic_effect = { RARITY = $RARITY$ }
	}
	else_if = {
		limit = { scope:relic_faith.religion = religion:hinduism_religion }
		create_starting_generic_hindu_relic_effect = { RARITY = $RARITY$ }
	}
	else_if = {
		limit = { scope:relic_faith.religion = religion:zoroastrianism_religion }
		create_starting_generic_zoroastr_relic_effect = { RARITY = $RARITY$ }
	}
	else_if = {
		limit = { scope:relic_faith.religion = religion:germanic_religion }
		create_starting_generic_germanic_relic_effect = { RARITY = $RARITY$ }
	}
	else_if = {
		limit = { scope:relic_faith.religion = religion:slavic_religion }
		create_starting_generic_slavic_relic_effect = { RARITY = $RARITY$ }
	}
	else_if = {
		# Only Roog passes branch_boog_template is_holy_relic
		limit = { scope:relic_faith.religion = religion:west_african_roog_religion }
		create_starting_generic_west_african_relic_effect = { RARITY = $RARITY$ }
	}
	else = {
		# No dedicated template: misc helper sets var:relic_religion on the artifact
		create_starting_generic_misc_relic_effect = { RARITY = $RARITY$ }
	}
}

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_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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