CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect · The Royal Court files

add_2_scaled_artifact_modifier_intrigue_effect

add_2_scaled_artifact_modifier_intrigue_effect = yes

game/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

        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

        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

        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
    • 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

        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

        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

        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
    • 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

        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

        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

        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
    • 17%:
      • If

        • rarity = common
      • … (more in the script below)
    • … (more in the script below)

• 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.

Spotted a mistake on this page?