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 >= masterworkOne of these
artifact_slot_type = bookor
artifact_type = gobletor
artifact_type = jugor
artifact_type = bowlor
artifact_type = plateor
artifact_type = urnor
artifact_type = sculptureor
artifact_type = chest
or
All of these
$RITE$ = { rite_has_parameter = sanctify_artifacts_weapons }rarity_level >= masterworkOne of these
artifact_slot_type = primary_armamentor
artifact_slot_type = armoror
artifact_type = wall_shieldor
artifact_type = wall_shield_special
or
All of these
$RITE$ = { rite_has_parameter = sanctify_artifacts_ancestral }rarity_level >= masterworkOne of these
creator ?= { … }or
artifact_type = cabinet
or
All of these
$RITE$ = { rite_has_parameter = sanctify_artifacts_natural }rarity_level >= masterworkOne of these
artifact_type = animal_trinketor
artifact_type = bird_featheror
artifact_type = animal_skullor
artifact_type = animal_hideor
artifact_type = animal_hide_big
or
All of these
$RITE$ = { rite_has_parameter = sanctify_artifacts_earth }rarity_level >= masterworkOne of these
has_artifact_feature_group = generic_material_earthwareor
has_artifact_feature_group = decoration_material_gemor
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 >= masterworkOne of these
artifact_slot_type = throneor
artifact_slot_type = helmetor
artifact_type = tapestry
or
All of these
$RITE$ = { rite_has_parameter = sanctify_artifacts_knowledge }rarity_level >= masterworkOne of these
artifact_type = journalor
artifact_type = chronicleor
artifact_type = scientific_apparatus
or
All of these
$RITE$ = { rite_has_parameter = sanctify_artifacts_celestial }rarity_level >= masterworkartifact_type = scientific_apparatus
or
All of these
$RITE$ = { rite_has_parameter = sanctify_artifacts_occult }rarity_level >= masterworkOne of these
artifact_type = elixiror
artifact_type = panaceaor
artifact_type = philosophers_stone
or
All of these
$RITE$ = { rite_has_parameter = sanctify_artifacts_humble }One of these
artifact_type = bowlor
artifact_type = plateor
artifact_type = urnor
artifact_slot_type = book
or
All of these
$RITE$ = { rite_has_parameter = sanctify_artifacts_luxurious }rarity_level >= masterworkOne of these
artifact_type = broochor
artifact_type = brooch_pedestalor
artifact_type = ringor
artifact_type = necklaceor
artifact_type = necklace_pedestalor
artifact_slot_type = regaliaor
artifact_slot_type = helmetor
has_artifact_feature_group = decoration_material_gemor
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_seductionor
has_artifact_feature = book_topic_intrigue_the_art_of_loveor
has_artifact_feature = book_topic_intrigue_fertilityor
has_artifact_feature = book_topic_learning_anatomyor
has_artifact_feature = book_topic_soulmateor
has_artifact_feature = book_topic_alchemy_the_great_book_of_mercyor
has_artifact_feature = book_topic_alchemy_mercuryor
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 >= masterworkartifact_type = cabinet
or
All of these
$RITE$ = { rite_has_parameter = sanctify_artifacts_sacrificial }rarity_level >= masterworkOne of these
artifact_type = daggeror
artifact_type = sword
or
All of these
$RITE$ = { rite_has_parameter = sanctify_artifacts_regal }rarity_level >= masterworkOne of these
artifact_slot_type = regaliaor
artifact_slot_type = helmetor
has_artifact_feature_group = decoration_material_wireor
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_stoneAs 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.
Character interactions (2)
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.