Scripted effect · The Royal Court files
add_2_scaled_artifact_modifier_intrigue_effect
add_2_scaled_artifact_modifier_intrigue_effect = yesgame/common/scripted_effects/00_ep1_artifact_creation_effects.txt, line 7960 (363 lines). No parameters.
add_2_scaled_artifact_modifier_intrigue_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 7960 of its file. It takes no parameters: add_2_scaled_artifact_modifier_intrigue_effect = yes. The game's script calls it in 1 place, among them create_artifact_weapon_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.
What it does
- 1 of 6 things will happen:
- 17%:
If
rarity = common
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_1_modifier
- 38%:
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_2_modifier
- 13%:
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_3_modifier
- 50%:
Else if
rarity = masterwork
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_4_modifier
- 38%:
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_5_modifier
- 13%:
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_6_modifier
- 50%:
Else if
rarity = famed
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_7_modifier
- 38%:
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_8_modifier
- 13%:
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_9_modifier
- 50%:
Else if
rarity = illustrious
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_10_modifier
- 38%:
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_11_modifier
- 13%:
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_12_modifier
- 50%:
- 17%:
If
rarity = common
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_1_modifier
- 38%:
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_2_modifier
- 13%:
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_3_modifier
- 50%:
Else if
rarity = masterwork
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_4_modifier
- 38%:
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_5_modifier
- 13%:
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_6_modifier
- 50%:
Else if
rarity = famed
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_7_modifier
- 38%:
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_8_modifier
- 13%:
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_9_modifier
- 50%:
Else if
rarity = illustrious
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_10_modifier
- 38%:
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_11_modifier
- 13%:
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_12_modifier
- 50%:
- 17%:
If
rarity = common
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_owned_scheme_secrecy_add_1_modifier
- 38%:
add_artifact_modifier = artifact_owned_scheme_secrecy_add_2_modifier
- 13%:
add_artifact_modifier = artifact_owned_scheme_secrecy_add_3_modifier
- 50%:
Else if
rarity = masterwork
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_owned_scheme_secrecy_add_4_modifier
- 38%:
add_artifact_modifier = artifact_owned_scheme_secrecy_add_5_modifier
- 13%:
add_artifact_modifier = artifact_owned_scheme_secrecy_add_6_modifier
- 50%:
Else if
rarity = famed
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_owned_scheme_secrecy_add_7_modifier
- 38%:
add_artifact_modifier = artifact_owned_scheme_secrecy_add_8_modifier
- 13%:
add_artifact_modifier = artifact_owned_scheme_secrecy_add_9_modifier
- 50%:
Else if
rarity = illustrious
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_owned_scheme_secrecy_add_10_modifier
- 38%:
add_artifact_modifier = artifact_owned_scheme_secrecy_add_11_modifier
- 13%:
add_artifact_modifier = artifact_owned_scheme_secrecy_add_12_modifier
- 50%:
- 17%:
If
rarity = common
- … (more in the script below)
- … (more in the script below)
- 17%:
• 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)
add_2_scaled_artifact_modifier_intrigue_effect = {
random_list = {
pick = 2
unique = yes
# owned_hostile_scheme_success_chance_add
20 = {
if = {
limit = {
rarity = common
}
random_list = {
20 = {
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_1_modifier
}
15 = {
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_2_modifier
}
5 = {
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_3_modifier
}
}
}
else_if = {
limit = {
rarity = masterwork
}
random_list = {
20 = {
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_4_modifier
}
15 = {
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_5_modifier
}
5 = {
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_6_modifier
}
}
}
else_if = {
limit = {
rarity = famed
}
random_list = {
20 = {
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_7_modifier
}
15 = {
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_8_modifier
}
5 = {
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_9_modifier
}
}
}
else_if = {
limit = {
rarity = illustrious
}
random_list = {
20 = {
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_10_modifier
}
15 = {
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_11_modifier
}
5 = {
add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_12_modifier
}
}
}
}
# owned_personal_scheme_success_chance_add
20 = {
if = {
limit = {
rarity = common
}
random_list = {
20 = {
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_1_modifier
}
15 = {
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_2_modifier
}
5 = {
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_3_modifier
}
}
}
else_if = {
limit = {
rarity = masterwork
}
random_list = {
20 = {
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_4_modifier
}
15 = {
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_5_modifier
}
5 = {
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_6_modifier
}
}
}
else_if = {
limit = {
rarity = famed
}
random_list = {
20 = {
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_7_modifier
}
15 = {
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_8_modifier
}
5 = {
add_artifact_modifier = artifact_owned_personal_scheme_success_chance_add_9_modifier
}
}As written in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.
The first 120 of its 363 lines; the rest is in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt from line 7960.
Where it is used
Every place in common/, events/ and history/ that calls add_2_scaled_artifact_modifier_intrigue_effect.
Scripted effects (1)
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.