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

generate_health_trinket_effect

generate_health_trinket_effect = yes

game/common/scripted_effects/00_ep1_artifact_creation_effects.txt, line 14571 (168 lines). No parameters.

generate_health_trinket_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 14571 of its file. It takes no parameters: generate_health_trinket_effect = yes. The game's script calls it in 1 place, among them …: the Healer (event ep3_laamp_decision_event.1041). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (120 lines of game script)
generate_health_trinket_effect = {
	#Get artifact quality and wealth
	get_artifact_quality_effect = yes
	get_artifact_wealth_effect = yes
	#Generate the trinket
	hidden_effect_new_object = {
		random_list = {
			25 = {
				create_artifact = {
					name = medicine_jar
					description = medicine_jar_desc
					type = miscellaneous
					visuals = glazed_jar
					modifier = artifact_epidemic_resistance_3_modifier
					save_scope_as = newly_created_health_artifact
					wealth = scope:wealth
					quality = scope:quality
				}
				scope:newly_created_health_artifact = { set_variable = health_jar }
			}
			25 = {
				create_artifact = {
					name = lapidary_tourmaline
					description = lapidary_tourmaline.desc
					type = miscellaneous
					visuals = diamond
					modifier = artifact_negate_health_penalty_add_2_modifier
					save_scope_as = newly_created_health_artifact
					wealth = scope:wealth
					quality = scope:quality
					generate_history = no
				}
				scope:newly_created_health_artifact = { set_variable = health_jewel }
			}
			25 = {
				create_artifact = {
					name = scented_herb_pouch
					description = scented_herb_pouch.desc
					type = miscellaneous
					visuals = pocket_pouch
					modifier = artifact_health_gain_2_modifier
					save_scope_as = newly_created_health_artifact
					wealth = scope:wealth
					quality = scope:quality
				}
				scope:newly_created_health_artifact = { set_variable = health_pouch }
			}
			25 = {
				set_up_horned_mythical_creature_effect = yes
				create_artifact = {
					name = mythical_creature_horn
					description = mythical_creature_horn.desc
					type = miscellaneous
					visuals = pocket_tusk
					modifier = artifact_fertility_gain_2_modifier
					save_scope_as = newly_created_health_artifact
					wealth = scope:wealth
					quality = scope:quality
					generate_history = no
				}
				scope:newly_created_health_artifact = { set_variable = health_horn }
				remove_variable ?= horned_mythical_creature
			}
		}
		#Tweak the trinket modifiers, depending on rarity
		scope:newly_created_health_artifact = {
			if = { #Famed
				limit = {
					OR = {
						rarity = illustrious #Bit of a cop-out, but I only need up to Famed atm
						rarity = famed
					}
				}
				clear_artifact_modifiers = yes
				switch = {
					trigger = has_variable
					health_jar = {
						set_artifact_name = aged_medicine_jar
						add_artifact_modifier = artifact_epidemic_resistance_7_modifier
						add_artifact_modifier = artifact_negate_health_penalty_add_2_modifier
					}
					health_jewel = {
						random_list = {
							75 = {
								set_artifact_name = lapidary_sapphire
								set_artifact_description = lapidary_sapphire.desc
							}
							25 = {
								modifier = {
									root.location = { geographical_region = world_india }
									factor = 2
								}
								set_artifact_name = lapidary_ruby
								set_artifact_description = lapidary_ruby.desc
							}
						}
						add_artifact_modifier = artifact_negate_health_penalty_add_3_modifier
						add_artifact_modifier = artifact_fertility_gain_2_modifier
					}
					health_pouch = {
						set_artifact_name = pomander
						set_artifact_description = pomander.desc
						add_artifact_modifier = artifact_health_gain_4_modifier
						add_artifact_modifier = artifact_epidemic_resistance_5_modifier
					}
					health_horn = {
						add_artifact_modifier = artifact_fertility_gain_4_modifier
						add_artifact_modifier = artifact_health_gain_2_modifier
					}
				}
			}
			else_if = { #Masterwork
				limit = { rarity = masterwork }
				clear_artifact_modifiers = yes
				switch = {
					trigger = has_variable
					health_jar = {
						set_artifact_name = potent_medicine_jar
						add_artifact_modifier = artifact_epidemic_resistance_5_modifier
						add_artifact_modifier = artifact_negate_health_penalty_add_1_modifier

As written in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.

The first 120 of its 168 lines; the rest is in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt from line 14571.

Where it is used

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

Events (1)

Source: game/common/scripted_effects/00_ep1_artifact_creation_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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