Scripted effect
sanctify_artifact_flavor_effect
sanctify_artifact_flavor_effect = { PRIEST = … }game/common/scripted_effects/sanctify_artifact_effects.txt, line 7 (36 lines). Parameters: $PRIEST$.
sanctify_artifact_flavor_effect is a scripted effect in Crusader Kings III, written at line 7 of its file. A call passes 1 parameter: PRIEST. The game's script calls it in 2 places, among them Ask to Sanctify Artifact (interaction) and Sanctify Artifact (interaction). Patch 1.20.1.2, from game/common/scripted_effects/sanctify_artifact_effects.txt.
The comment above it in the file
Effects used by sanctify_artifact_interaction. Root scope: the artifact being sanctified. PRIEST = the clergyman performing the rite. Records the sanctification on the artifact itself: a faith-appropriate blessing epithet on its name, and a line of description naming who sanctified it, for which faith. The owner also remembers the rite.
What it does
If
is_holy_relic = nohas_none_of_variables = { … }
Then
set_artifact_name = sanctified_artifact_name
set_artifact_description = sanctified_artifact_descartifact_owner = { … }
• 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 (36 lines of game script)
sanctify_artifact_flavor_effect = {
save_scope_as = sanctified_artifact
$PRIEST$ = { save_scope_as = sanctifying_priest }
# Artifacts that already carry a holy, unique or epithet-bearing name keep it, and only gain the description line.
if = {
limit = {
is_holy_relic = no
has_none_of_variables = {
name = sanctified_artifact_var
name = blessed_artifact_var
name = cursed_artifact_var
name = historical_unique_artifact
}
}
set_variable = sanctified_artifact_var
set_artifact_name = sanctified_artifact_name
}
set_artifact_description = sanctified_artifact_desc
artifact_owner = {
create_character_memory = {
type = sanctified_artifact_memory
participants = {
sanctifying_priest = scope:sanctifying_priest
}
}
scope:new_memory = {
set_variable = {
name = sanctified_artifact
value = scope:sanctified_artifact
}
}
}
}As written in game/common/scripted_effects/sanctify_artifact_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls sanctify_artifact_flavor_effect.
Character interactions (2)
Source: game/common/scripted_effects/sanctify_artifact_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.