Scripted effect · The Royal Court files
get_hsb_type_effect
get_hsb_type_effect = { SCOPE_NAME = … }game/common/scripted_effects/00_ep1_artifact_creation_effects.txt, line 1012 (72 lines). Parameters: $SCOPE_NAME$.
get_hsb_type_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 1012 of its file. A call passes 1 parameter: SCOPE_NAME. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.
The comment above it in the file
HSB = Horn, Shell, Bone. Picks a semi-random material suitable for carving, inlay or other decorations. Basically animal-based materials that have a wide array of applications.
What it does
If
a check the game hides
Then
- 1 of 8 things will happen:
- 6%: Nothing else happens
- 6%: Nothing else happens
- 6%: Nothing else happens
- 6%: Nothing else happens
- 22%: Nothing else happens
- 22%: Nothing else happens
- 22%: Nothing else happens
- 11%: Nothing else happens
- 1 of 8 things will happen:
• 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 (72 lines of game script)
get_hsb_type_effect = {
if = {
limit = {
NOT = { exists = scope:$SCOPE_NAME$ }
}
random_list = {
# Common. All regions should have access to at least one of these.
20 = { # Camel Bone
trigger = {
artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_camel_bone }
}
save_scope_value_as = { name = $SCOPE_NAME$ value = flag:hsb_camel_bone }
}
20 = { # Deer Antler
trigger = {
artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_deer_antler }
}
save_scope_value_as = { name = $SCOPE_NAME$ value = flag:hsb_deer_antler }
}
20 = { # Boar Tusk
trigger = {
artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_boar_tusk }
}
save_scope_value_as = { name = $SCOPE_NAME$ value = flag:hsb_boar_tusk }
}
20 = { # Seashell
trigger = {
artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_seashell }
}
save_scope_value_as = { name = $SCOPE_NAME$ value = flag:hsb_seashell }
}
# Rare, Expensive, or Region-Specifc. Not all regions will have access to these.
80 = { # Tortoiseshell
trigger = {
AND = {
artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 999 }
artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_tortoiseshell }
}
}
save_scope_value_as = { name = $SCOPE_NAME$ value = flag:hsb_tortoiseshell }
}
80 = { # Mother of Pearl
trigger = {
AND = {
artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 999 }
artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_mother_of_pearl }
}
}
save_scope_value_as = { name = $SCOPE_NAME$ value = flag:hsb_mother_of_pearl }
}
80 = { # Ivory (Native)
trigger = {
AND = {
artifact_value_trigger = { VALUE = scope:wealth MIN = 50 MAX = 999 }
artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_ivory_native }
}
}
save_scope_value_as = { name = $SCOPE_NAME$ value = flag:hsb_ivory }
}
40 = { # Ivory (Imported)
trigger = {
AND = {
artifact_value_trigger = { VALUE = scope:wealth MIN = 80 MAX = 999 }
artifact_region_trigger = { CHARACTER = scope:owner REGION = material_hsb_ivory_imported }
}
}
save_scope_value_as = { name = $SCOPE_NAME$ value = flag:hsb_ivory }
}
}
}
}As written in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
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.