Scripted trigger
artifact_war_claimable_artifact_trigger
artifact_war_claimable_artifact_trigger = yesgame/common/scripted_triggers/00_artifact_triggers.txt, line 2351 (15 lines). No parameters.
artifact_war_claimable_artifact_trigger is a scripted trigger in Crusader Kings III, written at line 2351 of its file. It takes no parameters: artifact_war_claimable_artifact_trigger = yes (or no). The game's script calls it in 1 place, among them Artifact (casus belli). Patch 1.20.1.2, from game/common/scripted_triggers/00_artifact_triggers.txt.
What it checks
artifact_owner ?= { is_ruler = yes target_is_same_character_or_above = scope:defender }If
- scope:attacker: Is played by the AI
Then
- Does not have “cursed artifact” (a variable the game's script sets)
- Artifact rarity at least 4
scope:attacker:can_benefit_from_artifact = scope:artifact_temp
• 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 (15 lines of game script)
artifact_war_claimable_artifact_trigger = {
artifact_owner ?= { # Claimed artifacts can sit unowned, and there is nobody to war for them
is_ruler = yes
target_is_same_character_or_above = scope:defender
}
trigger_if ={
limit = {
scope:attacker = { is_ai = yes }
}
NOT = { has_variable = cursed_artifact }
artifact_rarity >= 4 #More than masterwork
save_temporary_scope_as = artifact_temp
scope:attacker = { can_benefit_from_artifact = scope:artifact_temp }
}
}As written in game/common/scripted_triggers/00_artifact_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls artifact_war_claimable_artifact_trigger.
Casus belli (1)
Source: game/common/scripted_triggers/00_artifact_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.