Scripted effect
generate_artifact_badge_effect
generate_artifact_badge_effect = { OWNER = … }game/common/scripted_effects/00_artifact_badge_scripted_effects.txt, line 320 (81 lines). Parameters: $OWNER$.
generate_artifact_badge_effect is a scripted effect in Crusader Kings III, written at line 320 of its file. A call passes 1 parameter: OWNER. The game's script calls it in 1 place, among them Thieves: the Confrontation (event travel_events.2301). Patch 1.20.1.2, from game/common/scripted_effects/00_artifact_badge_scripted_effects.txt.
The comment above it in the file
For use in events, outside of going on an actual pilgrimage to the holy site
What it does
hidden_effect_new_object = { … }scope:newly_created_artifact:add_artifact_history = { … }
scope:dummy_vendor:clear_saved_scope = badge_location
• 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 (81 lines of game script)
generate_artifact_badge_effect = {
$OWNER$ = { save_scope_as = current_owner }
hidden_effect_new_object = {
random_list = {
1 = {
trigger = {
NOT = {
scope:current_owner = {
any_character_artifact = { has_variable = is_santiago_pilgrim_badge }
}
}
}
create_artifact_badge_santiago_effect = { ACQUIRER = scope:current_owner }
}
1 = {
trigger = {
NOT = {
scope:current_owner = {
any_character_artifact = { has_variable = is_jerusalem_pilgrim_badge }
}
}
}
create_artifact_badge_jerusalem_effect = { ACQUIRER = scope:current_owner }
}
1 = {
trigger = {
NOT = {
scope:current_owner = {
any_character_artifact = { has_variable = is_rome_pilgrim_badge }
}
}
}
create_artifact_badge_rome_effect = { ACQUIRER = scope:current_owner }
}
10 = {
create_artifact_badge_generic_effect = { ACQUIRER = scope:current_owner }
}
}
#Make the history look neat
random_pool_character = {
province = scope:badge_location
limit = {
age = { 20 40 }
is_lowborn = yes
}
save_scope_as = dummy_vendor
}
if = {
limit = {
NOT = { exists = scope:dummy_vendor }
}
create_character = {
location = scope:badge_location
random_traits = yes
dynasty = none
faith = scope:badge_location.faith
rite = scope:badge_location.rite
culture = scope:badge_location.culture
gender_female_chance = 50
save_scope_as = dummy_vendor
}
scope:dummy_vendor = { add_character_flag = created_vendor }
}
}
scope:newly_created_artifact = {
add_artifact_history = {
type = purchased
location = scope:badge_location
actor = scope:dummy_vendor
recipient = scope:current_owner
}
save_scope_as = generated_pilgrim_badge
}
scope:dummy_vendor = {
if = {
limit = { has_character_flag = created_vendor }
silent_disappearance_effect = yes
}
}
clear_saved_scope = badge_location
}As written in game/common/scripted_effects/00_artifact_badge_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls generate_artifact_badge_effect.
Events (1)
- Thieves: the Confrontation
travel_events.2301
Source: game/common/scripted_effects/00_artifact_badge_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.