Scripted effect · Khans of the Steppe files
mpo_execution_head_artifact_creation_effect
mpo_execution_head_artifact_creation_effect = yesgame/common/scripted_effects/09_dlc_mpo_scripted_effects.txt, line 1343 (169 lines). No parameters.
mpo_execution_head_artifact_creation_effect is a scripted effect in Crusader Kings III, in the Khans of the Steppe files, written at line 1343 of its file. It takes no parameters: mpo_execution_head_artifact_creation_effect = yes. The game's script calls it in 1 place, among them mpo_nomad_events.1010 (event). Patch 1.20.1.2, from game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.
What it does
If
scope:head_artifact:NOT = { artifact_owner = { this = root } }
Then
scope:head_artifact:set_owner = root
- 1 of 8 things will happen:
- 36% › scope:head_artifact:
- 9% › scope:head_artifact:
- 9%:
scope:head_artifact:scope:head_artifact:
- 9% › scope:head_artifact:
- 9% › scope:head_artifact:
- 9% › scope:head_artifact:
- 9% › scope:head_artifact:
- 9% › scope:head_artifact:
• 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)
mpo_execution_head_artifact_creation_effect = {
save_scope_as = owner
#This is an emperor's head
if = {
limit = {
has_character_flag = execution_head_illustrious_flag
}
create_artifact = {
name = executed_head_artifact
description = executed_head_emperor_artifact_desc
rarity = illustrious
type = miscellaneous
modifier = artifact_monthly_prestige_gain_per_dread_add_4_modifier
decaying = yes
template = mpo_severed_head_template
visuals = pocket_severed_head
creator = scope:victim
save_scope_as = head_artifact
}
}
else = {
create_artifact = {
name = executed_head_artifact
description = executed_head_king_artifact_desc
rarity = famed
type = miscellaneous
modifier = artifact_monthly_prestige_gain_per_dread_add_3_modifier
decaying = yes
template = mpo_severed_head_template
visuals = pocket_severed_head
creator = scope:victim
save_scope_as = head_artifact
}
}
if = {
limit = {
scope:head_artifact = {
NOT = {
artifact_owner = {
this = root
}
}
}
}
scope:head_artifact = {
set_owner = root
}
}
random_list = {
4 = {
trigger = {
OR = {
is_at_war_with = scope:headless_heir
is_causing_raid_hostility_towards = scope:headless_heir
}
}
scope:head_artifact = {
add_2_scaled_artifact_modifier_combat_effect = yes
}
}
1 = {
trigger = {
scope:headless_heir = {
government_has_flag = government_is_nomadic
}
}
scope:head_artifact = {
add_scaled_artifact_modifier_archer_cavalry_damage_add_effect = yes
add_scaled_artifact_modifier_minor_prestige_effect = yes
}
}
1 = {
trigger = {
OR = {
scope:victim.faith = {
NOT = {
this = root.faith
}
}
scope:victim = {
has_trait = zealous
}
scope:victim = {
has_trait = pilgrim
}
scope:headless_heir.primary_title = {
is_head_of_faith = yes
}
}
}
scope:head_artifact = {
add_scaled_artifact_modifier_piety_effect = yes
}
scope:head_artifact = {
add_scaled_artifact_modifier_devotion_effect = yes
}
}
1 = {
trigger = {
OR = {
scope:victim.faith = {
NOT = {
this = root.faith
}
}
scope:victim = {
has_trait = zealous
}
scope:victim = {
has_trait = pilgrim
}
scope:headless_heir.primary_title = {
is_head_of_faith = yes
}
}
}
scope:head_artifact = {
add_2_scaled_artifact_modifier_devotion_effect = yes
}As written in game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.
The first 120 of its 169 lines; the rest is in game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt from line 1343.
Where it is used
Every place in common/, events/ and history/ that calls mpo_execution_head_artifact_creation_effect.
Events (1)
Source: game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.