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

add_scaled_artifact_modifier_hire_mercenary_effect

add_scaled_artifact_modifier_hire_mercenary_effect = yes

game/common/scripted_effects/00_ep1_artifact_creation_effects.txt, line 9259 (27 lines). No parameters.

add_scaled_artifact_modifier_hire_mercenary_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 9259 of its file. It takes no parameters: add_scaled_artifact_modifier_hire_mercenary_effect = yes. The game's script calls it in 2 places, among them 1061_buff_item_modifiers_effect (local effect) and mpo_execution_head_artifact_creation_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.

What it does

  • If

    • rarity = common

    Then

    • 1 of 2 things will happen:
      • 80%:
        • add_artifact_modifier = artifact_mercenary_hire_cost_mult_1_modifier
      • 20%:
        • add_artifact_modifier = artifact_mercenary_hire_cost_mult_2_modifier

    Else if

    • rarity = masterwork

    Then

    • 1 of 2 things will happen:
      • 80%:
        • add_artifact_modifier = artifact_mercenary_hire_cost_mult_2_modifier
      • 20%:
        • add_artifact_modifier = artifact_mercenary_hire_cost_mult_3_modifier

    Else if

    • rarity = famed

    Then

    • 1 of 2 things will happen:
      • 80%:
        • add_artifact_modifier = artifact_mercenary_hire_cost_mult_3_modifier
      • 20%:
        • add_artifact_modifier = artifact_mercenary_hire_cost_mult_4_modifier

    Else if

    • rarity = illustrious

    Then

    • add_artifact_modifier = artifact_mercenary_hire_cost_mult_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 (27 lines of game script)
add_scaled_artifact_modifier_hire_mercenary_effect = {
	if = {
		limit = { rarity = common }
		random_list = {
			20 = { add_artifact_modifier = artifact_mercenary_hire_cost_mult_1_modifier }
			5 = { add_artifact_modifier = artifact_mercenary_hire_cost_mult_2_modifier }
		}
	}
	else_if = {
		limit = { rarity = masterwork }
		random_list = {
			20 = { add_artifact_modifier = artifact_mercenary_hire_cost_mult_2_modifier }
			5 = { add_artifact_modifier = artifact_mercenary_hire_cost_mult_3_modifier }
		}
	}
	else_if = {
		limit = { rarity = famed }
		random_list = {
			20 = { add_artifact_modifier = artifact_mercenary_hire_cost_mult_3_modifier }
			5 = { add_artifact_modifier = artifact_mercenary_hire_cost_mult_4_modifier }
		}
	}
	else_if = {
		limit = { rarity = illustrious }
		add_artifact_modifier = artifact_mercenary_hire_cost_mult_4_modifier
	}
}

As written in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls add_scaled_artifact_modifier_hire_mercenary_effect.

Scripted effects inside an event file (1)

  • 1061_buff_item_modifiers_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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