Scripted effect · The Royal Court files
add_scaled_artifact_modifier_attractiveness_effect
add_scaled_artifact_modifier_attractiveness_effect = yesgame/common/scripted_effects/00_ep1_artifact_creation_effects.txt, line 8324 (141 lines). No parameters.
add_scaled_artifact_modifier_attractiveness_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 8324 of its file. It takes no parameters: add_scaled_artifact_modifier_attractiveness_effect = yes. The game's script calls it in 15 places, among them create_artifact_brooch_effect (scripted effect), create_artifact_brooch_pedestal_effect (scripted effect) and create_artifact_fp3_ancient_drinking_vessel_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:
- 20% (base chance; changed in play):
If
rarity = common
Then
add_artifact_modifier = artifact_attraction_opinion_1_modifier
Else if
rarity = masterwork
Then
add_artifact_modifier = artifact_attraction_opinion_2_modifier
Else if
rarity = famed
Then
add_artifact_modifier = artifact_attraction_opinion_3_modifier
Else if
rarity = illustrious
Then
add_artifact_modifier = artifact_attraction_opinion_4_modifier
- 20%:
If
rarity = common
Then
add_artifact_modifier = artifact_fertility_gain_1_modifier
Else if
rarity = masterwork
Then
add_artifact_modifier = artifact_fertility_gain_2_modifier
Else if
rarity = famed
Then
add_artifact_modifier = artifact_fertility_gain_3_modifier
Else if
rarity = illustrious
Then
add_artifact_modifier = artifact_fertility_gain_4_modifier
- 15%:
If
rarity = common
Then
add_artifact_modifier = artifact_courting_scheme_phase_duration_add_1_modifier
Else if
rarity = masterwork
Then
add_artifact_modifier = artifact_courting_scheme_phase_duration_add_2_modifier
Else if
rarity = famed
Then
add_artifact_modifier = artifact_courting_scheme_phase_duration_add_3_modifier
Else if
rarity = illustrious
Then
add_artifact_modifier = artifact_courting_scheme_phase_duration_add_4_modifier
- 5%:
If
rarity = common
Then
add_artifact_modifier = artifact_befriend_scheme_phase_duration_add_1_modifier
Else if
rarity = masterwork
Then
add_artifact_modifier = artifact_befriend_scheme_phase_duration_add_2_modifier
Else if
rarity = famed
Then
add_artifact_modifier = artifact_befriend_scheme_phase_duration_add_3_modifier
Else if
rarity = illustrious
Then
add_artifact_modifier = artifact_befriend_scheme_phase_duration_add_4_modifier
- 20%:
If
rarity = common
Then
add_artifact_modifier = artifact_seduce_scheme_phase_duration_add_1_modifier
Else if
rarity = masterwork
Then
add_artifact_modifier = artifact_seduce_scheme_phase_duration_add_2_modifier
Else if
rarity = famed
Then
add_artifact_modifier = artifact_seduce_scheme_phase_duration_add_3_modifier
Else if
rarity = illustrious
Then
add_artifact_modifier = artifact_seduce_scheme_phase_duration_add_4_modifier
- 20%:
If
rarity = common
Then
add_artifact_modifier = artifact_spouse_opinion_add_1_modifier
Else if
rarity = masterwork
Then
add_artifact_modifier = artifact_spouse_opinion_add_2_modifier
Else if
rarity = famed
Then
add_artifact_modifier = artifact_spouse_opinion_add_3_modifier
Else if
rarity = illustrious
Then
add_artifact_modifier = artifact_spouse_opinion_add_4_modifier
- 20% (base chance; changed in play):
• 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_scaled_artifact_modifier_attractiveness_effect = {
random_list = {
# attraction_opinion
20 = {
modifier = {
exists = scope:inspiration_owner
scope:inspiration_owner = { has_variable = chosen_attraction_mod }
add = 160
}
if = {
limit = { rarity = common }
add_artifact_modifier = artifact_attraction_opinion_1_modifier
}
else_if = {
limit = { rarity = masterwork }
add_artifact_modifier = artifact_attraction_opinion_2_modifier
}
else_if = {
limit = { rarity = famed }
add_artifact_modifier = artifact_attraction_opinion_3_modifier
}
else_if = {
limit = { rarity = illustrious }
add_artifact_modifier = artifact_attraction_opinion_4_modifier
}
}
# fertility
20 = {
if = {
limit = { rarity = common }
add_artifact_modifier = artifact_fertility_gain_1_modifier
}
else_if = {
limit = { rarity = masterwork }
add_artifact_modifier = artifact_fertility_gain_2_modifier
}
else_if = {
limit = { rarity = famed }
add_artifact_modifier = artifact_fertility_gain_3_modifier
}
else_if = {
limit = { rarity = illustrious }
add_artifact_modifier = artifact_fertility_gain_4_modifier
}
}
# courting_scheme_phase_duration_add
15 = {
trigger = {
scope:owner = {
diplomacy >= intrigue
}
}
if = {
limit = { rarity = common }
add_artifact_modifier = artifact_courting_scheme_phase_duration_add_1_modifier
}
else_if = {
limit = { rarity = masterwork }
add_artifact_modifier = artifact_courting_scheme_phase_duration_add_2_modifier
}
else_if = {
limit = { rarity = famed }
add_artifact_modifier = artifact_courting_scheme_phase_duration_add_3_modifier
}
else_if = {
limit = { rarity = illustrious }
add_artifact_modifier = artifact_courting_scheme_phase_duration_add_4_modifier
}
}
# befriend_scheme_phase_duration_add
5 = {
trigger = {
scope:owner = { intrigue <= low_skill_rating }
}
if = {
limit = { rarity = common }
add_artifact_modifier = artifact_befriend_scheme_phase_duration_add_1_modifier
}
else_if = {
limit = { rarity = masterwork }
add_artifact_modifier = artifact_befriend_scheme_phase_duration_add_2_modifier
}
else_if = {
limit = { rarity = famed }
add_artifact_modifier = artifact_befriend_scheme_phase_duration_add_3_modifier
}
else_if = {
limit = { rarity = illustrious }
add_artifact_modifier = artifact_befriend_scheme_phase_duration_add_4_modifier
}
}
# seduce_scheme_phase_duration_add
20 = {
trigger = {
scope:owner = {
intrigue >= diplomacy
}
}
if = {
limit = { rarity = common }
add_artifact_modifier = artifact_seduce_scheme_phase_duration_add_1_modifier
}
else_if = {
limit = { rarity = masterwork }
add_artifact_modifier = artifact_seduce_scheme_phase_duration_add_2_modifier
}
else_if = {
limit = { rarity = famed }
add_artifact_modifier = artifact_seduce_scheme_phase_duration_add_3_modifier
}
else_if = {
limit = { rarity = illustrious }
add_artifact_modifier = artifact_seduce_scheme_phase_duration_add_4_modifier
}
}
# spouse_opinion
20 = {
trigger = {
scope:owner = {
is_married = yesAs written in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.
The first 120 of its 141 lines; the rest is in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt from line 8324.
Where it is used
Every place in common/, events/ and history/ that calls add_scaled_artifact_modifier_attractiveness_effect.
Scripted effects (15)
- create_artifact_brooch_effect
- create_artifact_brooch_pedestal_effect
- create_artifact_fp3_ancient_drinking_vessel_effect
- create_artifact_fp3_incense_burner_sculpture_effect
- create_artifact_illustrious_sassanian_sword_effect
- create_artifact_necklace_effect
9 more
- create_artifact_necklace_pedestal_effect
- create_artifact_oxus_bracelet_effect
- create_artifact_pas_darmes_spurs_effect
- create_artifact_pas_darmes_token_effect
- create_artifact_regalia_effect
- create_artifact_ring_effect
- create_artifact_sassanian_sword_effect
- create_artifact_tournament_favor_effect
- hunt_animal_artifact_modifier_selection_effect
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.