CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Tours and Tournaments files

generate_personalised_sword_effect

generate_personalised_sword_effect = yes

game/common/scripted_effects/02_ep2_artifact_effects.txt, line 162 (284 lines). No parameters.

generate_personalised_sword_effect is a scripted effect in Crusader Kings III, in the Tours and Tournaments files, written at line 162 of its file. It takes no parameters: generate_personalised_sword_effect = yes. The game's script calls it in 1 place, among them Weaponsmith: Famous Blade (event ep2_locale_events.4505). Patch 1.20.1.2, from game/common/scripted_effects/02_ep2_artifact_effects.txt.

What it does

  • 1 of 35 things will happen:
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_prowess_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_retreat_losses_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_diplomacy_1_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_pursue_efficiency_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_health_gain_2_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_seduce_scheme_phase_duration_add_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_courtier_and_guest_opinion_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_development_growth_2_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_stress_gain_2_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_mercenary_hire_cost_mult_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_stewardship_per_stress_level_2_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_diplomacy_per_prestige_level_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_intrigue_per_stress_level_2_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_monthly_prestige_gain_per_happy_powerful_vassal_add_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_monthly_income_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_befriend_scheme_phase_duration_add_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_learning_per_stress_level_2_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_short_reign_duration_mult_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_intrigue_1_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_powerful_vassal_opinion_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_monthly_prestige_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_stewardship_1_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_tolerance_advantage_mod_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_learning_1_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_scheme_resistance_add_2_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_levy_reinforcement_rate_2_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_fertility_gain_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_courtier_and_guest_opinion_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_scheme_resistance_add_2_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_monthly_piety_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_different_faith_opinion_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_general_opinion_1_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_monthly_tyranny_4_modifier
    • 3% › scope:artisanal_sword:
      • add_artifact_modifier = artifact_dread_gain_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 (120 lines of game script)
generate_personalised_sword_effect = {
	random_list = {
		5 = {
			trigger = {
				has_trait = brave
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_prowess_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = craven
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_retreat_losses_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = calm
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_diplomacy_1_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = wrathful
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_pursue_efficiency_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = chaste
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_health_gain_2_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = lustful
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_seduce_scheme_phase_duration_add_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = content
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_courtier_and_guest_opinion_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = ambitious
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_owned_hostile_scheme_success_chance_add_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = diligent
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_development_growth_2_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = lazy
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_stress_gain_2_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = fickle
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_mercenary_hire_cost_mult_4_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = stubborn
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_stewardship_per_stress_level_2_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = forgiving
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_diplomacy_per_prestige_level_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = vengeful
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_intrigue_per_stress_level_2_modifier
			}
		}
		5 = {
			trigger = {
				has_trait = generous
			}
			scope:artisanal_sword = {
				add_artifact_modifier = artifact_monthly_prestige_gain_per_happy_powerful_vassal_add_4_modifier

As written in game/common/scripted_effects/02_ep2_artifact_effects.txt.

The first 120 of its 284 lines; the rest is in game/common/scripted_effects/02_ep2_artifact_effects.txt from line 162.

Where it is used

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

Events (1)

Source: game/common/scripted_effects/02_ep2_artifact_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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