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

add_scaled_artifact_modifier_combat_effect

add_scaled_artifact_modifier_combat_effect = yes

game/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

        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

        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

        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
    • 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

        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

        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

        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
    • 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

        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

        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

        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
    • 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)

• 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.

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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