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

add_scaled_artifact_modifier_prowess_effect

add_scaled_artifact_modifier_prowess_effect = yes

game/common/scripted_effects/00_ep1_artifact_creation_effects.txt, line 1085 (110 lines). No parameters.

add_scaled_artifact_modifier_prowess_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 1085 of its file. It takes no parameters: add_scaled_artifact_modifier_prowess_effect = yes. The game's script calls it in 5 places, among them minister_project_train_troops (great project), 1061_buff_item_modifiers_effect (local effect) and create_artifact_armor_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 3 things will happen:
      • 50%: Nothing else happens
      • 38%:
        • add_artifact_modifier = artifact_prowess_1_modifier
        • If

          • scope:weapon_type = flag:artifact_weapon_type_dagger

          Then

          • add_artifact_modifier = artifact_prowess_1_negative_modifier
      • 13%:
        • add_artifact_modifier = artifact_prowess_2_modifier
        • If

          • scope:weapon_type = flag:artifact_weapon_type_dagger

          Then

          • add_artifact_modifier = artifact_prowess_1_negative_modifier

    Else if

    • rarity = masterwork

    Then

    • 1 of 3 things will happen:
      • 50%:
        • add_artifact_modifier = artifact_prowess_3_modifier
        • If

          • scope:weapon_type = flag:artifact_weapon_type_dagger

          Then

          • add_artifact_modifier = artifact_prowess_1_negative_modifier
      • 38%:
        • add_artifact_modifier = artifact_prowess_4_modifier
        • If

          • scope:weapon_type = flag:artifact_weapon_type_dagger

          Then

          • add_artifact_modifier = artifact_prowess_1_negative_modifier
      • 13%:
        • add_artifact_modifier = artifact_prowess_5_modifier
        • If

          • scope:weapon_type = flag:artifact_weapon_type_dagger

          Then

          • add_artifact_modifier = artifact_prowess_1_negative_modifier

    Else if

    • rarity = famed

    Then

    • 1 of 3 things will happen:
      • 50%:
        • add_artifact_modifier = artifact_prowess_6_modifier
        • If

          • scope:weapon_type = flag:artifact_weapon_type_dagger

          Then

          • add_artifact_modifier = artifact_prowess_2_negative_modifier
      • 38%:
        • add_artifact_modifier = artifact_prowess_7_modifier
        • If

          • scope:weapon_type = flag:artifact_weapon_type_dagger

          Then

          • add_artifact_modifier = artifact_prowess_2_negative_modifier
      • 13%:
        • add_artifact_modifier = artifact_prowess_8_modifier
        • If

          • scope:weapon_type = flag:artifact_weapon_type_dagger

          Then

          • add_artifact_modifier = artifact_prowess_2_negative_modifier

    Else if

    • rarity = illustrious

    Then

    • 1 of 3 things will happen:
      • 50%:
        • add_artifact_modifier = artifact_prowess_9_modifier
        • If

          • scope:weapon_type = flag:artifact_weapon_type_dagger

          Then

          • add_artifact_modifier = artifact_prowess_2_negative_modifier
      • 38%:
        • add_artifact_modifier = artifact_prowess_10_modifier
        • If

          • scope:weapon_type = flag:artifact_weapon_type_dagger

          Then

          • add_artifact_modifier = artifact_prowess_2_negative_modifier
      • 13%:
        • add_artifact_modifier = artifact_prowess_11_modifier
        • If

          • scope:weapon_type = flag:artifact_weapon_type_dagger

          Then

          • add_artifact_modifier = artifact_prowess_2_negative_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 (110 lines of game script)
add_scaled_artifact_modifier_prowess_effect = {
	if = {
		limit = {
			rarity = common
		}
		random_list = {
			20 = {
				# Base is 1 prowess
			}
			15 = {
				add_artifact_modifier = artifact_prowess_1_modifier
				if = { # Daggers get less Prowess
					limit = { exists = scope:weapon_type scope:weapon_type = flag:artifact_weapon_type_dagger }
					add_artifact_modifier = artifact_prowess_1_negative_modifier
				}
			}
			5 = {
				add_artifact_modifier = artifact_prowess_2_modifier
				if = { # Daggers get less Prowess
					limit = { exists = scope:weapon_type scope:weapon_type = flag:artifact_weapon_type_dagger }
					add_artifact_modifier = artifact_prowess_1_negative_modifier
				}
			}
		}
	}
	else_if = {
		limit = {
			rarity = masterwork
		}
		random_list = {
			20 = {
				add_artifact_modifier = artifact_prowess_3_modifier
				if = { # Daggers get less Prowess
					limit = { exists = scope:weapon_type scope:weapon_type = flag:artifact_weapon_type_dagger }
					add_artifact_modifier = artifact_prowess_1_negative_modifier
				}
			}
			15 = {
				add_artifact_modifier = artifact_prowess_4_modifier
				if = { # Daggers get less Prowess
					limit = { exists = scope:weapon_type scope:weapon_type = flag:artifact_weapon_type_dagger }
					add_artifact_modifier = artifact_prowess_1_negative_modifier
				}
			}
			5 = {
				add_artifact_modifier = artifact_prowess_5_modifier
				if = { # Daggers get less Prowess
					limit = { exists = scope:weapon_type scope:weapon_type = flag:artifact_weapon_type_dagger }
					add_artifact_modifier = artifact_prowess_1_negative_modifier
				}
			}
		}
	}
	else_if = {
		limit = {
			rarity = famed
		}
		random_list = {
			20 = {
				add_artifact_modifier = artifact_prowess_6_modifier
				if = { # Daggers get less Prowess
					limit = { exists = scope:weapon_type scope:weapon_type = flag:artifact_weapon_type_dagger }
					add_artifact_modifier = artifact_prowess_2_negative_modifier
				}
			}
			15 = {
				add_artifact_modifier = artifact_prowess_7_modifier
				if = { # Daggers get less Prowess
					limit = { exists = scope:weapon_type scope:weapon_type = flag:artifact_weapon_type_dagger }
					add_artifact_modifier = artifact_prowess_2_negative_modifier
				}
			}
			5 = {
				add_artifact_modifier = artifact_prowess_8_modifier
				if = { # Daggers get less Prowess
					limit = { exists = scope:weapon_type scope:weapon_type = flag:artifact_weapon_type_dagger }
					add_artifact_modifier = artifact_prowess_2_negative_modifier
				}
			}
		}
	}
	else_if = {
		limit = {
			rarity = illustrious
		}
		random_list = {
			20 = {
				add_artifact_modifier = artifact_prowess_9_modifier
				if = { # Daggers get less Prowess
					limit = { exists = scope:weapon_type scope:weapon_type = flag:artifact_weapon_type_dagger }
					add_artifact_modifier = artifact_prowess_2_negative_modifier
				}
			}
			15 = {
				add_artifact_modifier = artifact_prowess_10_modifier
				if = { # Daggers get less Prowess
					limit = { exists = scope:weapon_type scope:weapon_type = flag:artifact_weapon_type_dagger }
					add_artifact_modifier = artifact_prowess_2_negative_modifier
				}
			}
			5 = {
				add_artifact_modifier = artifact_prowess_11_modifier
				if = { # Daggers get less Prowess
					limit = { exists = scope:weapon_type scope:weapon_type = flag:artifact_weapon_type_dagger }
					add_artifact_modifier = artifact_prowess_2_negative_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_prowess_effect.

Great projects (1)

  • minister_project_train_troops

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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