CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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 = no
    • has_none_of_variables = { … }

    Then

    • set_artifact_name = sanctified_artifact_name
  • set_artifact_description = sanctified_artifact_desc
  • artifact_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.

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.

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