Scripted effect
activity_special_type_progression_miniscule
activity_special_type_progression_miniscule = yesgame/common/scripted_effects/00_activity_effects.txt, line 4327 (9 lines). No parameters.
activity_special_type_progression_miniscule is a scripted effect in Crusader Kings III, written at line 4327 of its file. It takes no parameters: activity_special_type_progression_miniscule = yes. The game's script calls it in 7 places, among them bonded_over_help (activity pulse), nobles_cheer (activity pulse) and received_blessing (activity pulse). Patch 1.20.1.2, from game/common/scripted_effects/00_activity_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (9 lines of game script)
activity_special_type_progression_miniscule = {
if = {
limit = { exists = var:activity_special_type_progression }
change_variable = {
name = activity_special_type_progression
add = 1
}
}
}As written in game/common/scripted_effects/00_activity_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls activity_special_type_progression_miniscule.
Activity pulse actions (3)
- bonded_over_help
- nobles_cheer
- received_blessing
Events (2)
- A Delightful Treat
ach_coronation.0027 - The Voice of …
prelude_events.0170
Scripted effects inside an event file (1)
- coronation_events_6110_artifact_reward_effect
Scripted effects (1)
Source: game/common/scripted_effects/00_activity_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.