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

get_artifact_feature_references_effect

get_artifact_feature_references_effect = yes

game/common/scripted_effects/00_ep1_artifact_creation_effects.txt, line 826 (61 lines). No parameters.

get_artifact_feature_references_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 826 of its file. It takes no parameters: get_artifact_feature_references_effect = yes. The game's script calls it in 25 places, among them create_artifact_armor_effect (scripted effect), create_artifact_book_effect (scripted effect) and create_artifact_bow_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.

The comment above it in the file

Effect run to generate all required 'sub-features' for any existing features on an artifact.

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 (61 lines of game script)
get_artifact_feature_references_effect = {
	if = {
		limit = {
			artifact_needs_pattern_trigger = yes
		}
		set_artifact_feature_group = decoration_pattern
	}
	if = {
		limit = {
			artifact_needs_material_inlay_trigger = yes
		}
		set_artifact_feature_group = decoration_material_inlay
	}
	if = {
		limit = {
			artifact_needs_material_wire_trigger = yes
		}
		set_artifact_feature_group = decoration_material_wire
	}
	if = {
		limit = {
			artifact_needs_material_cloth_trigger = yes
		}
		set_artifact_feature_group = generic_material_cloth
	}
	if = {
		limit = {
			artifact_needs_material_gem_trigger = yes
		}
		set_artifact_feature_group = decoration_material_gem
	}
	if = {
		limit = {
			artifact_needs_material_hsb_trigger = yes
		}
		set_artifact_feature_group = decoration_material_inlay_HSB
	}
	if = {
		limit = {
			artifact_needs_material_wood_trigger = yes
		}
		set_artifact_feature_group = generic_material_wood
	}
	if = {
		limit = {
			has_artifact_feature = decoration_pattern_local_animal
		}
		scope:owner = {
			select_local_animal_effect = { TYPE = any } # Save scope to limit possible animals: any/big/small/dangerous/harmless/prowling
		}
	}
	if = {
		limit = {
			has_artifact_feature = icon_decoration_pattern_saint
		}
		set_artifact_feature_group = icon_decoration
		scope:owner = {
			select_random_saint_effect = yes
		}
	}
}

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

Where it is used

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

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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