Scripted effect · The Royal Court files
set_armor_artifact_type_effect
set_armor_artifact_type_effect = { BASE_SCOPE = … NO_TYPE = … }game/common/scripted_effects/00_ep1_artifact_creation_effects.txt, line 10211 (84 lines). Parameters: $BASE_SCOPE$, $NO_TYPE$.
set_armor_artifact_type_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 10211 of its file. A call passes 2 parameters: BASE_SCOPE and NO_TYPE. The game's script calls it in 3 places, among them Inspiration Funded (event fund_inspiration.0021), create_artifact_armor_effect (scripted effect) and Armor Inspiration (inspirations). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.
The comment above it in the file
If the type of armor hasn't been decided yet we set it here
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (84 lines of game script)
set_armor_artifact_type_effect = {
save_temporary_scope_value_as = {
name = allow_no_type_option
value = $NO_TYPE$
}
# Historically many of these types of armor were used in some combination, but to give a clearer portrayal to the player we have to simplify it a bit
hidden_effect = {
$BASE_SCOPE$ = {
#The type has been decided in events, when the character got inspired, or now. Let's save it! (might still leave it up to the sponsor if allow_no_type_option = yes!)
if = {
limit = {
NOT = { exists = var:artifact_armor_type }
}
random_list = { #What do they want to forge?
50 = { #Fairly common everywhere
artifact_armor_type_mail_modifier = yes
set_variable = {
name = artifact_armor_type
value = flag:armor_type_mail
}
}
1 = { #Expensive
artifact_armor_type_plate_modifier = yes
set_variable = {
name = artifact_armor_type
value = flag:armor_type_plate
}
modifier = {
factor = 0
culture = {
NOT = { has_innovation = innovation_plate_armor }
}
}
}
50 = { #Fairly common everywhere
artifact_armor_type_scale_modifier = yes
set_variable = {
name = artifact_armor_type
value = flag:armor_type_scale
}
}
5 = { #Expensive
artifact_armor_type_lamellar_modifier = yes
set_variable = {
name = artifact_armor_type
value = flag:armor_type_lamellar
}
}
5 = {
artifact_armor_type_laminar_modifier = yes
set_variable = {
name = artifact_armor_type
value = flag:armor_type_laminar
}
}
0 = {
artifact_armor_type_brigandine_modifier = yes
set_variable = {
name = artifact_armor_type
value = flag:armor_type_brigandine
}
}
50 = { #They don't care and you can decide!
trigger = {
scope:allow_no_type_option = yes
}
modifier = {
add = 30
has_personality_submissive_trigger = yes
}
modifier = {
add = 9916 # ~1% chance of being predetermined if comissioning from a local artisan.
has_character_flag = local_artisan
}
ai_value_modifier = {
ai_boldness = -0.25
ai_energy = -0.25
}
}
}
}
}
}
}As written in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls set_armor_artifact_type_effect.
Events (1)
- Inspiration Funded
fund_inspiration.0021
Scripted effects (1)
Inspirations (1)
- Armor Inspiration
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.