Scripted effect · The Royal Court files
add_scaled_artifact_modifier_terrain_advantage_effect
add_scaled_artifact_modifier_terrain_advantage_effect = yesgame/common/scripted_effects/00_ep1_artifact_creation_effects.txt, line 8822 (436 lines). No parameters.
add_scaled_artifact_modifier_terrain_advantage_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 8822 of its file. It takes no parameters: add_scaled_artifact_modifier_terrain_advantage_effect = yes. The game's script calls it in 2 places, among them minister_project_train_troops (great project) and 1061_buff_item_modifiers_effect (local effect). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.
What it does
If
artifact_owner.location ?= { terrain = plains }
Then
If
rarity = common
Then
- 1 of 2 things will happen:
- 80%:
add_artifact_modifier = artifact_plains_advantage_1_modifier
- 20%:
add_artifact_modifier = artifact_plains_advantage_2_modifier
- 80%:
Else if
rarity = masterwork
Then
- 1 of 2 things will happen:
- 80%:
add_artifact_modifier = artifact_plains_advantage_2_modifier
- 20%:
add_artifact_modifier = artifact_plains_advantage_3_modifier
- 80%:
Else if
rarity = famed
Then
- 1 of 2 things will happen:
- 80%:
add_artifact_modifier = artifact_plains_advantage_3_modifier
- 20%:
add_artifact_modifier = artifact_plains_advantage_4_modifier
- 80%:
Else if
rarity = illustrious
Then
add_artifact_modifier = artifact_plains_advantage_4_modifier
If
artifact_owner.location ?= { terrain = farmlands }
Then
If
rarity = common
Then
- 1 of 2 things will happen:
- 80%:
add_artifact_modifier = artifact_farmlands_advantage_1_modifier
- 20%:
add_artifact_modifier = artifact_farmlands_advantage_2_modifier
- 80%:
Else if
rarity = masterwork
Then
- 1 of 2 things will happen:
- 80%:
add_artifact_modifier = artifact_farmlands_advantage_2_modifier
- 20%:
add_artifact_modifier = artifact_farmlands_advantage_3_modifier
- 80%:
Else if
rarity = famed
Then
- 1 of 2 things will happen:
- 80%:
add_artifact_modifier = artifact_farmlands_advantage_3_modifier
- 20%:
add_artifact_modifier = artifact_farmlands_advantage_4_modifier
- 80%:
Else if
rarity = illustrious
Then
add_artifact_modifier = artifact_farmlands_advantage_4_modifier
If
artifact_owner.location ?= { terrain = hills }
Then
If
rarity = common
Then
- 1 of 2 things will happen:
- 80%:
add_artifact_modifier = artifact_hills_advantage_1_modifier
- 20%:
add_artifact_modifier = artifact_hills_advantage_2_modifier
- 80%:
Else if
rarity = masterwork
Then
- 1 of 2 things will happen:
- 80%:
add_artifact_modifier = artifact_hills_advantage_2_modifier
- 20%:
add_artifact_modifier = artifact_hills_advantage_3_modifier
- 80%:
Else if
rarity = famed
Then
- 1 of 2 things will happen:
- 80%:
add_artifact_modifier = artifact_hills_advantage_3_modifier
- 20%:
add_artifact_modifier = artifact_hills_advantage_4_modifier
- 80%:
Else if
rarity = illustrious
Then
add_artifact_modifier = artifact_hills_advantage_4_modifier
If
artifact_owner.location ?= { terrain = mountains }
Then
- If all of these hold:
- Conditions:
rarity = common
- Then › 1 of 2 things will happen:
- 80%:
add_artifact_modifier = artifact_mountains_advantage_1_modifier
- 20%:
add_artifact_modifier = artifact_mountains_advantage_2_modifier
- 80%:
- Conditions:
- Else, if all of these hold:
- Conditions:
rarity = masterwork
- Then › 1 of 2 things will happen:
- 80%:
add_artifact_modifier = artifact_mountains_advantage_2_modifier
- 20%:
add_artifact_modifier = artifact_mountains_advantage_3_modifier
- 80%:
- Conditions:
- Else, if all of these hold:
- Conditions:
rarity = famed
- Then › 1 of 2 things will happen:
- 80%:
add_artifact_modifier = artifact_mountains_advantage_3_modifier
- 20%:
add_artifact_modifier = artifact_mountains_advantage_4_modifier
- 80%:
- Conditions:
- Else, if all of these hold: … (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_terrain_advantage_effect = {
#Plains
if = {
limit = {
artifact_owner.location ?= { terrain = plains }
}
if = {
limit = { rarity = common }
random_list = {
20 = { add_artifact_modifier = artifact_plains_advantage_1_modifier }
5 = { add_artifact_modifier = artifact_plains_advantage_2_modifier }
}
}
else_if = {
limit = { rarity = masterwork }
random_list = {
20 = { add_artifact_modifier = artifact_plains_advantage_2_modifier }
5 = { add_artifact_modifier = artifact_plains_advantage_3_modifier }
}
}
else_if = {
limit = { rarity = famed }
random_list = {
20 = { add_artifact_modifier = artifact_plains_advantage_3_modifier }
5 = { add_artifact_modifier = artifact_plains_advantage_4_modifier }
}
}
else_if = {
limit = { rarity = illustrious }
add_artifact_modifier = artifact_plains_advantage_4_modifier
}
}
#Farmlands
if = {
limit = {
artifact_owner.location ?= { terrain = farmlands }
}
if = {
limit = { rarity = common }
random_list = {
20 = { add_artifact_modifier = artifact_farmlands_advantage_1_modifier }
5 = { add_artifact_modifier = artifact_farmlands_advantage_2_modifier }
}
}
else_if = {
limit = { rarity = masterwork }
random_list = {
20 = { add_artifact_modifier = artifact_farmlands_advantage_2_modifier }
5 = { add_artifact_modifier = artifact_farmlands_advantage_3_modifier }
}
}
else_if = {
limit = { rarity = famed }
random_list = {
20 = { add_artifact_modifier = artifact_farmlands_advantage_3_modifier }
5 = { add_artifact_modifier = artifact_farmlands_advantage_4_modifier }
}
}
else_if = {
limit = { rarity = illustrious }
add_artifact_modifier = artifact_farmlands_advantage_4_modifier
}
}
#Hills
if = {
limit = {
artifact_owner.location ?= { terrain = hills }
}
if = {
limit = { rarity = common }
random_list = {
20 = { add_artifact_modifier = artifact_hills_advantage_1_modifier }
5 = { add_artifact_modifier = artifact_hills_advantage_2_modifier }
}
}
else_if = {
limit = { rarity = masterwork }
random_list = {
20 = { add_artifact_modifier = artifact_hills_advantage_2_modifier }
5 = { add_artifact_modifier = artifact_hills_advantage_3_modifier }
}
}
else_if = {
limit = { rarity = famed }
random_list = {
20 = { add_artifact_modifier = artifact_hills_advantage_3_modifier }
5 = { add_artifact_modifier = artifact_hills_advantage_4_modifier }
}
}
else_if = {
limit = { rarity = illustrious }
add_artifact_modifier = artifact_hills_advantage_4_modifier
}
}
#Mountains
if = {
limit = {
artifact_owner.location ?= { terrain = mountains }
}
if = {
limit = { rarity = common }
random_list = {
20 = { add_artifact_modifier = artifact_mountains_advantage_1_modifier }
5 = { add_artifact_modifier = artifact_mountains_advantage_2_modifier }
}
}
else_if = {
limit = { rarity = masterwork }
random_list = {
20 = { add_artifact_modifier = artifact_mountains_advantage_2_modifier }
5 = { add_artifact_modifier = artifact_mountains_advantage_3_modifier }
}
}
else_if = {
limit = { rarity = famed }
random_list = {
20 = { add_artifact_modifier = artifact_mountains_advantage_3_modifier }
5 = { add_artifact_modifier = artifact_mountains_advantage_4_modifier }
}
}As written in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.
The first 120 of its 436 lines; the rest is in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt from line 8822.
Where it is used
Every place in common/, events/ and history/ that calls add_scaled_artifact_modifier_terrain_advantage_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.