Scripted effect · The Royal Court files
add_scaled_artifact_modifier_combat_effect
add_scaled_artifact_modifier_combat_effect = yesgame/common/scripted_effects/00_ep1_artifact_creation_effects.txt, line 1196 (1374 lines). No parameters.
add_scaled_artifact_modifier_combat_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 1196 of its file. It takes no parameters: add_scaled_artifact_modifier_combat_effect = yes. The game's script calls it in 15 places, among them minister_project_train_troops (great project), Recording a Memory (event bp1_yearly.7055) and Weaponsmith: Famous Blade (event ep2_locale_events.4505). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.
What it does
- 1 of 15 things will happen:
- 5% (base chance; changed in play):
If
rarity = famed
Then
add_artifact_modifier = artifact_knight_limit_1_modifier
Else if
rarity = illustrious
Then
add_artifact_modifier = artifact_knight_limit_2_modifier
- 5% (base chance; changed in play):
If
rarity = common
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_knight_effectiveness_1_modifier
- 38%:
add_artifact_modifier = artifact_knight_effectiveness_2_modifier
- 13%:
add_artifact_modifier = artifact_knight_effectiveness_3_modifier
- 50%:
Else if
rarity = masterwork
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_knight_effectiveness_4_modifier
- 38%:
add_artifact_modifier = artifact_knight_effectiveness_5_modifier
- 13%:
add_artifact_modifier = artifact_knight_effectiveness_6_modifier
- 50%:
Else if
rarity = famed
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_knight_effectiveness_7_modifier
- 38%:
add_artifact_modifier = artifact_knight_effectiveness_8_modifier
- 13%:
add_artifact_modifier = artifact_knight_effectiveness_9_modifier
- 50%:
Else if
rarity = illustrious
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_knight_effectiveness_10_modifier
- 38%:
add_artifact_modifier = artifact_knight_effectiveness_11_modifier
- 13%:
add_artifact_modifier = artifact_knight_effectiveness_12_modifier
- 50%:
- 5%:
If
rarity = common
Then
- 1 of 2 things will happen:
- 57%:
add_artifact_modifier = artifact_negate_prowess_penalty_add_1_modifier
- 43%:
add_artifact_modifier = artifact_negate_prowess_penalty_add_2_modifier
- 57%:
Else if
rarity = masterwork
Then
- 1 of 2 things will happen:
- 57%:
add_artifact_modifier = artifact_negate_prowess_penalty_add_3_modifier
- 43%:
add_artifact_modifier = artifact_negate_prowess_penalty_add_4_modifier
- 57%:
Else if
rarity = famed
Then
- 1 of 2 things will happen:
- 57%:
add_artifact_modifier = artifact_negate_prowess_penalty_add_5_modifier
- 43%:
add_artifact_modifier = artifact_negate_prowess_penalty_add_6_modifier
- 57%:
Else if
rarity = illustrious
Then
- 1 of 2 things will happen:
- 57%:
add_artifact_modifier = artifact_negate_prowess_penalty_add_7_modifier
- 43%:
add_artifact_modifier = artifact_negate_prowess_penalty_add_8_modifier
- 57%:
- 5%:
If
rarity = common
Then
- 1 of 2 things will happen:
- 57%:
add_artifact_modifier = artifact_controlled_province_advantage_1_modifier
- 43%:
add_artifact_modifier = artifact_controlled_province_advantage_2_modifier
- 57%:
Else if
rarity = masterwork
Then
- 1 of 2 things will happen:
- 57%:
add_artifact_modifier = artifact_controlled_province_advantage_3_modifier
- 43%:
add_artifact_modifier = artifact_controlled_province_advantage_4_modifier
- 57%:
Else if
rarity = famed
Then
- 1 of 2 things will happen:
- 57%:
add_artifact_modifier = artifact_controlled_province_advantage_5_modifier
- 43%:
add_artifact_modifier = artifact_controlled_province_advantage_6_modifier
- 57%:
Else if
rarity = illustrious
Then
- 1 of 2 things will happen:
- 57%:
add_artifact_modifier = artifact_controlled_province_advantage_7_modifier
- 43%:
add_artifact_modifier = artifact_controlled_province_advantage_8_modifier
- 57%:
- 11%:
If
rarity = common
Then
add_artifact_modifier = artifact_tolerance_advantage_mod_1_modifier
Else if
rarity = masterwork
- … (more in the script below)
- … (more in the script below)
- 5% (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_combat_effect = {
random_list = {
# Knight Limit
20 = {
trigger = {
OR = {
rarity = famed
rarity = illustrious
}
}
modifier = {
exists = scope:inspiration_owner
scope:inspiration_owner = { has_variable = chosen_knights_mod }
add = 160
}
if = {
limit = {
rarity = famed
}
add_artifact_modifier = artifact_knight_limit_1_modifier
}
else_if = {
limit = {
rarity = illustrious
}
add_artifact_modifier = artifact_knight_limit_2_modifier
}
}
# Knight Effectiveness
20 = {
modifier = {
exists = scope:inspiration_owner
scope:inspiration_owner = { has_variable = chosen_knights_mod }
add = 160
}
if = {
limit = {
rarity = common
}
random_list = {
20 = {
add_artifact_modifier = artifact_knight_effectiveness_1_modifier
}
15 = {
add_artifact_modifier = artifact_knight_effectiveness_2_modifier
}
5 = {
add_artifact_modifier = artifact_knight_effectiveness_3_modifier
}
}
}
else_if = {
limit = {
rarity = masterwork
}
random_list = {
20 = {
add_artifact_modifier = artifact_knight_effectiveness_4_modifier
}
15 = {
add_artifact_modifier = artifact_knight_effectiveness_5_modifier
}
5 = {
add_artifact_modifier = artifact_knight_effectiveness_6_modifier
}
}
}
else_if = {
limit = {
rarity = famed
}
random_list = {
20 = {
add_artifact_modifier = artifact_knight_effectiveness_7_modifier
}
15 = {
add_artifact_modifier = artifact_knight_effectiveness_8_modifier
}
5 = {
add_artifact_modifier = artifact_knight_effectiveness_9_modifier
}
}
}
else_if = {
limit = {
rarity = illustrious
}
random_list = {
20 = {
add_artifact_modifier = artifact_knight_effectiveness_10_modifier
}
15 = {
add_artifact_modifier = artifact_knight_effectiveness_11_modifier
}
5 = {
add_artifact_modifier = artifact_knight_effectiveness_12_modifier
}
}
}
modifier = { # More likely if you have any "knightly" cultural traditions
factor = 1.5
scope:owner.culture ?= {
OR = {
has_cultural_tradition = tradition_chivalry
has_cultural_tradition = tradition_martial_admiration
has_cultural_tradition = tradition_futuwaa
has_cultural_tradition = tradition_druzhina
has_cultural_tradition = tradition_chanson_de_geste
}
}
}
}
# negate_prowess_penalty_add
20 = {
trigger = {
artifact_slot_type = armor
}As written in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.
The first 120 of its 1374 lines; the rest is in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt from line 1196.
Where it is used
Every place in common/, events/ and history/ that calls add_scaled_artifact_modifier_combat_effect.
Great projects (1)
- minister_project_train_troops
Events (2)
- Recording a Memory
bp1_yearly.7055 - Weaponsmith: Famous Blade
ep2_locale_events.4505
Scripted effects inside an event file (1)
- 1061_buff_item_modifiers_effect
Scripted effects (11)
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.