CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger

sanctify_artifact_is_eligible_trigger

sanctify_artifact_is_eligible_trigger = { RITE = … }

game/common/scripted_triggers/sanctify_artifact_triggers.txt, line 8 (218 lines). Parameters: $RITE$.

sanctify_artifact_is_eligible_trigger is a scripted trigger in Crusader Kings III, written at line 8 of its file. A call passes 1 parameter: RITE. The game's script calls it in 3 places, among them Ask to Sanctify Artifact (interaction), Sanctify Artifact (interaction) and suggestion_sanctify_artifact (suggestions). Patch 1.20.1.2, from game/common/scripted_triggers/sanctify_artifact_triggers.txt.

The comment above it in the file

Triggers used by sanctify_artifact_interaction.
Root scope: the artifact being considered.
RITE = Rite to consider it for
Whether the actor's faith permits sanctifying this artifact.
The first branch is the baseline open to every Rite; each later branch matches one
sanctify_artifacts_* tenet parameter to a further category of artifact.

What it checks

  • If

    • $RITE$ = { rite_has_parameter = sanctify_artifacts_humble }

    Then

    • NOT = { rarity = illustrious }
  • One of these

    • All of these

      • rarity_level >= masterwork
      • One of these

        • artifact_slot_type = book
        • or

          artifact_type = goblet
        • or

          artifact_type = jug
        • or

          artifact_type = bowl
        • or

          artifact_type = plate
        • or

          artifact_type = urn
        • or

          artifact_type = sculpture
        • or

          artifact_type = chest
    • or

      All of these

      • $RITE$ = { rite_has_parameter = sanctify_artifacts_weapons }
      • rarity_level >= masterwork
      • One of these

        • artifact_slot_type = primary_armament
        • or

          artifact_slot_type = armor
        • or

          artifact_type = wall_shield
        • or

          artifact_type = wall_shield_special
    • or

      All of these

      • $RITE$ = { rite_has_parameter = sanctify_artifacts_ancestral }
      • rarity_level >= masterwork
      • One of these

        • creator ?= { … }
        • or

          artifact_type = cabinet
    • or

      All of these

      • $RITE$ = { rite_has_parameter = sanctify_artifacts_natural }
      • rarity_level >= masterwork
      • One of these

        • artifact_type = animal_trinket
        • or

          artifact_type = bird_feather
        • or

          artifact_type = animal_skull
        • or

          artifact_type = animal_hide
        • or

          artifact_type = animal_hide_big
    • or

      All of these

      • $RITE$ = { rite_has_parameter = sanctify_artifacts_earth }
      • rarity_level >= masterwork
      • One of these

        • has_artifact_feature_group = generic_material_earthware
        • or

          has_artifact_feature_group = decoration_material_gem
        • or

          Has “al hafir” (a variable the game's script sets)
        • or

          Has “al yatima” (a variable the game's script sets)
        • or

          Has “koh i noor” (a variable the game's script sets)
        • or

          Has “great diamond” (a variable the game's script sets)
    • or

      All of these

      • $RITE$ = { rite_has_parameter = sanctify_artifacts_communal }
      • rarity_level >= masterwork
      • One of these

        • artifact_slot_type = throne
        • or

          artifact_slot_type = helmet
        • or

          artifact_type = tapestry
    • or

      All of these

      • $RITE$ = { rite_has_parameter = sanctify_artifacts_knowledge }
      • rarity_level >= masterwork
      • One of these

        • artifact_type = journal
        • or

          artifact_type = chronicle
        • or

          artifact_type = scientific_apparatus
    • or

      All of these

      • $RITE$ = { rite_has_parameter = sanctify_artifacts_celestial }
      • rarity_level >= masterwork
      • artifact_type = scientific_apparatus
    • or

      All of these

      • $RITE$ = { rite_has_parameter = sanctify_artifacts_occult }
      • rarity_level >= masterwork
      • One of these

        • artifact_type = elixir
        • or

          artifact_type = panacea
        • or

          artifact_type = philosophers_stone
    • or

      All of these

      • $RITE$ = { rite_has_parameter = sanctify_artifacts_humble }
      • One of these

        • artifact_type = bowl
        • or

          artifact_type = plate
        • or

          artifact_type = urn
        • or

          artifact_slot_type = book
    • or

      All of these

      • $RITE$ = { rite_has_parameter = sanctify_artifacts_luxurious }
      • rarity_level >= masterwork
      • One of these

        • artifact_type = brooch
        • or

          artifact_type = brooch_pedestal
        • or

          artifact_type = ring
        • or

          artifact_type = necklace
        • or

          artifact_type = necklace_pedestal
        • or

          artifact_slot_type = regalia
        • or

          artifact_slot_type = helmet
        • or

          has_artifact_feature_group = decoration_material_gem
        • or

          Has “al hafir” (a variable the game's script sets)
        • or

          Has “al yatima” (a variable the game's script sets)
        • or

          Has “koh i noor” (a variable the game's script sets)
        • or

          Has “great diamond” (a variable the game's script sets)
    • or

      All of these

      • $RITE$ = { rite_has_parameter = sanctify_artifacts_debauched }
      • One of these

        • has_artifact_feature = book_topic_intrigue_seduction
        • or

          has_artifact_feature = book_topic_intrigue_the_art_of_love
        • or

          has_artifact_feature = book_topic_intrigue_fertility
        • or

          has_artifact_feature = book_topic_learning_anatomy
        • or

          has_artifact_feature = book_topic_soulmate
        • or

          has_artifact_feature = book_topic_alchemy_the_great_book_of_mercy
        • or

          has_artifact_feature = book_topic_alchemy_mercury
        • or

          Has “naked tapestry” (a variable the game's script sets)
        • or

          Has “virility badge” (a variable the game's script sets)
        • or

          Has “grotesque wooden phallus” (a variable the game's script sets)
        • or

          Has “commissioned wooden phallus” (a variable the game's script sets)
        • or

          Has “lady godiva book” (a variable the game's script sets)
        • or

          Has “prince archivist love poem” (a variable the game's script sets)
        • or

          Has “witch queen love poem” (a variable the game's script sets)
        • or

          Has “lover keepsake” (a variable the game's script sets)
        • or

          Has “religious fertility statue” (a variable the game's script sets)
        • or

          Has “de materia medica” (a variable the game's script sets)
    • or

      All of these

      • $RITE$ = { rite_has_parameter = sanctify_artifacts_megalithic }
      • rarity_level >= masterwork
      • artifact_type = cabinet
    • or

      All of these

      • $RITE$ = { rite_has_parameter = sanctify_artifacts_sacrificial }
      • rarity_level >= masterwork
      • One of these

        • artifact_type = dagger
        • or

          artifact_type = sword
    • or

      All of these

      • $RITE$ = { rite_has_parameter = sanctify_artifacts_regal }
      • rarity_level >= masterwork
      • One of these

        • artifact_slot_type = regalia
        • or

          artifact_slot_type = helmet
        • or

          has_artifact_feature_group = decoration_material_wire
        • or

          has_artifact_feature_group = decoration_material_gem
    • or

      All of these

      • Has “added relic faith” (a variable the game's script sets)
      • Added relic faith is $RITE$.rite faith

• 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)
sanctify_artifact_is_eligible_trigger = {
	# A Rite sworn to poverty may never consecrate an illustrious piece, whatever else it permits
	trigger_if = {
		limit = { $RITE$ = { rite_has_parameter = sanctify_artifacts_humble } }
		NOT = { rarity = illustrious }
	}

	OR = {
		# Shrine furniture and reliquary vessels
		AND = {
			rarity_level >= masterwork
			OR = {
				artifact_slot_type = book
				artifact_type = goblet
				artifact_type = jug
				artifact_type = bowl
				artifact_type = plate
				artifact_type = urn
				artifact_type = sculpture
				artifact_type = chest
			}
		}

		# Weapons, armor, war-shields (e.g. tenet_warmonger)
		AND = {
			$RITE$ = { rite_has_parameter = sanctify_artifacts_weapons }
			rarity_level >= masterwork
			OR = {
				artifact_slot_type = primary_armament
				artifact_slot_type = armor
				artifact_type = wall_shield
				artifact_type = wall_shield_special
			}
		}

		# Items made by prestigious dead close family / dynasty members, and cabinets (e.g. tenet_ancestor_worship, tenet_filial_piety)
		AND = {
			$RITE$ = { rite_has_parameter = sanctify_artifacts_ancestral }
			rarity_level >= masterwork
			OR = {
				creator ?= {
					is_alive = no
					OR = {
						prestige_level >= 3 # Illustrious or better
						highest_held_title_tier >= tier_empire # Mostly for historical characters
					}
					OR = {
						is_close_or_extended_family_of = prev.artifact_owner
						dynasty = prev.artifact_owner.dynasty
					}
				}
				artifact_type = cabinet
			}
		}

		# Animal artifacts (e.g. tenet_sanctity_of_nature)
		AND = {
			$RITE$ = { rite_has_parameter = sanctify_artifacts_natural }
			rarity_level >= masterwork
			OR = {
				artifact_type = animal_trinket
				artifact_type = bird_feather
				artifact_type = animal_skull
				artifact_type = animal_hide
				artifact_type = animal_hide_big
			}
		}

		# Symbols of the Earth: Artifacts & sculptures made out of stone, clay, gems
		AND = {
			$RITE$ = { rite_has_parameter = sanctify_artifacts_earth }
			rarity_level >= masterwork
			OR = {
				has_artifact_feature_group = generic_material_earthware
				has_artifact_feature_group = decoration_material_gem
				# Specific Unique artifacts with big gems
				has_variable = al_hafir
				has_variable = al_yatima
				has_variable = koh_i_noor
				has_variable = great_diamond
			}
		}

		# Symbols of the people: thrones, tapestries, crowns (e.g. tenet_communal_identity)
		AND = {
			$RITE$ = { rite_has_parameter = sanctify_artifacts_communal }
			rarity_level >= masterwork
			OR = {
				artifact_slot_type = throne
				artifact_slot_type = helmet # aka 'crown'
				artifact_type = tapestry
			}
		}

		# Journals, chronicles, scientific instruments (e.g. tenet_pursuit_of_knowledge)
		AND = {
			$RITE$ = { rite_has_parameter = sanctify_artifacts_knowledge }
			rarity_level >= masterwork
			OR = {
				artifact_type = journal
				artifact_type = chronicle
				artifact_type = scientific_apparatus
			}
		}

		# Celestial instruments (e.g. tenet_astrology)
		AND = {
			$RITE$ = { rite_has_parameter = sanctify_artifacts_celestial }
			rarity_level >= masterwork
			artifact_type = scientific_apparatus
		}

		# Alchemy and occult preparations (e.g. tenet_esotericism)
		AND = {
			$RITE$ = { rite_has_parameter = sanctify_artifacts_occult }
			rarity_level >= masterwork
			OR = {
				artifact_type = elixir
				artifact_type = panacea
				artifact_type = philosophers_stone

As written in game/common/scripted_triggers/sanctify_artifact_triggers.txt.

The first 120 of its 218 lines; the rest is in game/common/scripted_triggers/sanctify_artifact_triggers.txt from line 8.

Where it is used

Every place in common/, events/ and history/ that calls sanctify_artifact_is_eligible_trigger.

Suggestions (1)

  • suggestion_sanctify_artifact

Source: game/common/scripted_triggers/sanctify_artifact_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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