CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · The Royal Court files

add_scaled_artifact_modifier_attractiveness_effect

add_scaled_artifact_modifier_attractiveness_effect = yes

game/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

• 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 = yes

As 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.

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.

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