Scripted effect · The Royal Court files
add_scaled_artifact_modifier_prowess_effect
add_scaled_artifact_modifier_prowess_effect = yesgame/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_modifierIf
scope:weapon_type = flag:artifact_weapon_type_dagger
Then
add_artifact_modifier = artifact_prowess_1_negative_modifier
- 13%:
add_artifact_modifier = artifact_prowess_2_modifierIf
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_modifierIf
scope:weapon_type = flag:artifact_weapon_type_dagger
Then
add_artifact_modifier = artifact_prowess_1_negative_modifier
- 38%:
add_artifact_modifier = artifact_prowess_4_modifierIf
scope:weapon_type = flag:artifact_weapon_type_dagger
Then
add_artifact_modifier = artifact_prowess_1_negative_modifier
- 13%:
add_artifact_modifier = artifact_prowess_5_modifierIf
scope:weapon_type = flag:artifact_weapon_type_dagger
Then
add_artifact_modifier = artifact_prowess_1_negative_modifier
- 50%:
Else if
rarity = famed
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_prowess_6_modifierIf
scope:weapon_type = flag:artifact_weapon_type_dagger
Then
add_artifact_modifier = artifact_prowess_2_negative_modifier
- 38%:
add_artifact_modifier = artifact_prowess_7_modifierIf
scope:weapon_type = flag:artifact_weapon_type_dagger
Then
add_artifact_modifier = artifact_prowess_2_negative_modifier
- 13%:
add_artifact_modifier = artifact_prowess_8_modifierIf
scope:weapon_type = flag:artifact_weapon_type_dagger
Then
add_artifact_modifier = artifact_prowess_2_negative_modifier
- 50%:
Else if
rarity = illustrious
Then
- 1 of 3 things will happen:
- 50%:
add_artifact_modifier = artifact_prowess_9_modifierIf
scope:weapon_type = flag:artifact_weapon_type_dagger
Then
add_artifact_modifier = artifact_prowess_2_negative_modifier
- 38%:
add_artifact_modifier = artifact_prowess_10_modifierIf
scope:weapon_type = flag:artifact_weapon_type_dagger
Then
add_artifact_modifier = artifact_prowess_2_negative_modifier
- 13%:
add_artifact_modifier = artifact_prowess_11_modifierIf
scope:weapon_type = flag:artifact_weapon_type_dagger
Then
add_artifact_modifier = artifact_prowess_2_negative_modifier
- 50%:
• 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.