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

determine_artifact_damage_type_effect

determine_artifact_damage_type_effect = { ARTIFACT = … }

game/common/scripted_effects/00_ep1_artifact_effects.txt, line 325 (187 lines). Parameters: $ARTIFACT$.

determine_artifact_damage_type_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 325 of its file. A call passes 1 parameter: ARTIFACT. The game's script calls it in 1 place, among them Artifactual Liability (event feast_default.6301). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_artifact_effects.txt.

The comment above it in the file

Determine what type of artifact a court artifact is, for defacement

What it does

  • scope:artifact_to_determine › 1 of 9 things will happen:
    • 11%: Nothing else happens
    • 11%: Nothing else happens
    • 11%: Nothing else happens
    • 11%: Nothing else happens
    • 11%: Nothing else happens
    • 11%: Nothing else happens
    • 11%: Nothing else happens
    • 11%: Nothing else happens
    • 11%: Nothing else happens

• 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 (120 lines of game script)
determine_artifact_damage_type_effect = {
	$ARTIFACT$ = { save_scope_as = artifact_to_determine }
	scope:artifact_to_determine = {
		random_list = {
			10 = {
				trigger = { 
					OR = {
						artifact_type = chest
						artifact_type = box
						artifact_type = cabinet
						artifact_type = pedestal
						artifact_type = tapestry
						artifact_type = animal_hide
						artifact_type = animal_hide_big
						artifact_type = wall_big
						artifact_type = wall_shield
						artifact_type = throne
						artifact_type = throne_special
						artifact_type = book
					}
				}
				set_variable = artifact_burned
			}
			10 = {
				trigger = { 
					OR = {
						artifact_type = sculpture
						artifact_type = box
						artifact_type = goblet
						artifact_type = pedestal
						artifact_type = book
						artifact_type = elixir
						artifact_type = panacea
						artifact_type = philosophers_stone
					}
				}
				set_variable = artifact_knocked_over
			}
			10 = {
				trigger = { 
					OR = {
						artifact_type = sculpture
						artifact_type = chest
						artifact_type = box
						artifact_type = cabinet
						artifact_type = goblet
						artifact_type = pedestal
						artifact_type = tapestry #cloth
						artifact_type = animal_skull
						artifact_type = animal_hide
						artifact_type = animal_hide_big
						artifact_type = wall_big #shields, banners
						artifact_type = wall_small #animal trophy
						artifact_type = wall_shield
						artifact_type = wall_shield_special #kite shields
						artifact_type = throne
						artifact_type = throne_special
						artifact_type = book
						artifact_type = elixir
						artifact_type = panacea
						artifact_type = philosophers_stone #box
					}
				}
				set_variable = artifact_smeared_food
			}
			10 = {
				trigger = { 
					OR = {
						artifact_type = chest
						artifact_type = box
						artifact_type = cabinet
						artifact_type = pedestal
						artifact_type = tapestry
						artifact_type = animal_hide
						artifact_type = animal_hide_big
						artifact_type = wall_big
						artifact_type = wall_small
						artifact_type = throne
						artifact_type = throne_special
						artifact_type = book
					}
				}
				set_variable = artifact_spilled_drink
			}
			10 = {
				trigger = { 
					OR = {
						artifact_type = tapestry
						artifact_type = animal_hide
						artifact_type = animal_hide_big
						artifact_type = book
					}
				}
				set_variable = artifact_tear
			}
			10 = {
				trigger = { 
					OR = {
						artifact_type = tapestry
						artifact_type = animal_skull
						artifact_type = animal_hide
						artifact_type = animal_hide_big
						artifact_type = wall_big
						artifact_type = wall_small
						artifact_type = wall_shield
						artifact_type = wall_shield_special
					}
				}
				set_variable = artifact_tear_down
			}
			10 = {
				trigger = { 
					OR = {
						artifact_type = chest
						artifact_type = box
						artifact_type = pedestal
						artifact_type = tapestry
						artifact_type = animal_hide
						artifact_type = animal_hide_big
						artifact_type = wall_big

As written in game/common/scripted_effects/00_ep1_artifact_effects.txt.

The first 120 of its 187 lines; the rest is in game/common/scripted_effects/00_ep1_artifact_effects.txt from line 325.

Where it is used

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

Events (1)

Source: game/common/scripted_effects/00_ep1_artifact_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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