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

inspiration_adventure_create_artifact_effect

inspiration_adventure_create_artifact_effect = { CREATOR = … OWNER = … }

game/common/scripted_effects/00_ep1_inspiration_effects.txt, line 942 (2567 lines). Parameters: $CREATOR$, $OWNER$.

inspiration_adventure_create_artifact_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 942 of its file. A call passes 2 parameters: CREATOR and OWNER. The game's script calls it in 3 places, among them Contract: Treasure Hunt (event ep3_contract_event.0006), Contract: Treasure Hunt (event ep3_contract_event.0007) and Inspiration Realized (event fund_inspiration.1051). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_inspiration_effects.txt.

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 (120 lines of game script)
inspiration_adventure_create_artifact_effect = {
	$OWNER$ = { save_scope_as = owner } #Will always exist!
	$CREATOR$ = { save_scope_as = adventurer } #Will always exist in an adventure inspiration!

	#If you've somehow managed to not set a destination by now we generate one here
	if = {
		limit = {
			NOT = { exists = scope:adventurer.var:adventure_destination }
		}
		set_adventure_location_effect = {
			BASE_SCOPE = scope:adventurer
			NO_DESTINATION = no
		}
		get_adventure_inspiration_start_location = { ADVENTURER = scope:adventurer }
	}
	else = {
		#To save the location and make sure materials can access it
		scope:adventurer.location = { save_scope_as = location } # To save the location scope based on the destination
	}

	#Creating the artifact based on the previous choice and outcome
	scope:adventurer = {
		hidden_effect = {
			if = {
				limit = { exists = scope:location }
				scope:location = { add_to_list = artifact_material_sources } #Used for artifact creation
			}
			create_character = {
				location = root.location
				template = local_artisan_template
				culture = scope:location.culture
				faith = scope:location.faith
				rite = scope:location.rite
				gender = scope:adventurer
				dynasty = none
				save_scope_as = artifact_origin #Fictional maker of artifact
			}

			random_list = {
				25 = {
					trigger = { #Epic Artifact
						trigger_if = {
							limit = { exists = var:adventure_type }
							OR = {
								var:adventure_type = flag:epic_quest
								var:adventure_type = flag:free_reign
							}
						}
					}
					modifier = {
						scope:adventurer.adventure_inspiration_average_skill_value <= low_inspiration_skill
						add = -10
					}
					modifier = {
						scope:adventurer.adventure_inspiration_average_skill_value >= high_inspiration_skill
						add = 25
					}
					root = {
						random_list = {
							10 = { #Chance of Relic
								modifier = {
									scope:adventurer.adventure_inspiration_average_skill_value >= medium_inspiration_skill
									add = -5 #More likely to find something better.
								}
								modifier = {
									scope:adventurer.adventure_inspiration_average_skill_value >= high_inspiration_skill
									add = -4 #High inspiration skill adventurers will only find relics if there is nothing else to find.
								}
								random_list = { #This is a list inside an item in the other list because we need _one_ chance for relic and the relic types must be able to have overlapping triggers.
									100 = {	#Christian
										trigger = {
											scope:location ?= {
												OR = {
													faith.religion = religion:christianity_religion
													geographical_region = world_europe
													geographical_region = world_middle_east_jerusalem
												}
											}
										}
										modifier = {
											NOT = { scope:location.religion = religion:christianity_religion }
											add = -75
										}
										random_list = {
											75 = {
												create_artifact_pedestal_christian_relic_effect_hist = {
													OWNER = root
												}
											}
											10 = {
												create_artifact_pedestal_crucifix_effect = { OWNER = root CREATOR = root }
											}
											10 = {
												create_artifact_pedestal_cross_effect = { OWNER = root CREATOR = root }
											}
										}
									}
									100 = { #Islamic
										trigger = {
											scope:location ?= {
												OR = {
													religion = religion:islam_religion
													geographical_region = world_africa_north
													geographical_region = world_middle_east
												}
											}
										}
										modifier = {
											NOT = { scope:location.religion = religion:islam_religion }
											add = -75
										}
										create_artifact_pedestal_islamic_relic_effect_hist = { OWNER = root }
									}
									100 = { #Buddhist
										trigger = {
											scope:location ?= {
												OR = {
													religion = religion:buddhism_religion
													geographical_region = world_india
													geographical_region = world_tibet

As written in game/common/scripted_effects/00_ep1_inspiration_effects.txt.

The first 120 of its 2567 lines; the rest is in game/common/scripted_effects/00_ep1_inspiration_effects.txt from line 942.

Where it is used

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

Events (3)

Source: game/common/scripted_effects/00_ep1_inspiration_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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