CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

helmet_improvement_effect

helmet_improvement_effect = yes

game/common/scripted_effects/00_antiquarian_artifact_improvement_effects.txt, line 510 (79 lines). No parameters.

helmet_improvement_effect is a scripted effect in Crusader Kings III, written at line 510 of its file. It takes no parameters: helmet_improvement_effect = yes. The game's script calls it in 1 place, among them antiquarian_improve_artifact_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_antiquarian_artifact_improvement_effects.txt.

What it does

• 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 (79 lines of game script)
helmet_improvement_effect = {
	random_list = {
		10 = {
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_monthly_minor_prestige_1_modifier }
		}
		10 = {
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_monthly_piety_1_modifier }
		}
		10 = {
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_monthly_prestige_add_1_modifier }
		}
		10 = {
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_short_reign_duration_mult_1_modifier }
		}
		10 = {
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_monthly_tyranny_1_modifier }
		}
		10 = {
			trigger = { 
				artifact_owner.top_overlord ?= {
					NOT = { government_has_flag = no_powerful_vassals }
				}
			}
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_happy_powerful_vassal_tax_contribution_mult_1_modifier }
		}
		10 = {
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_belligerent_tax_contribution_mult_1_modifier }
		}
		2 = {
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_belligerent_vassal_opinion_1_modifier }
		}
		10 = {
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_courtly_tax_contribution_mult_1_modifier }
		}
		2 = {
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_courtly_vassal_opinion_1_modifier }
		}
		2 = {
			trigger = { 
				artifact_owner.top_overlord ?= {
					NOT = { government_has_flag = no_powerful_vassals }
				}
			}
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_powerful_vassal_opinion_1_modifier }
		}
		2 = {
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_parochial_vassal_opinion_1_modifier }
		}
		10 = {
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_parochial_tax_contribution_mult_1_modifier }
		}
		2 = {
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_courtier_and_guest_opinion_1_modifier }
		}
		10 = {
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_men_at_arms_maintenance_1_modifier }
		}
		10 = {
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_build_gold_cost_1_modifier }
		}
		10 = {
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_domain_tax_mult_1_modifier }
		}
		2 = {
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_zealot_vassal_opinion_1_modifier }
		}
		10 = {
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_zealot_tax_contribution_mult_1_modifier }
		}
		10 = {
			trigger = { scope:liege ?= { government_has_flag = government_is_nomadic } }
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_herd_gain_1_modifier }
		}
		2 = {
			trigger = { scope:liege ?= { government_has_flag = government_is_nomadic } }
			antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_herd_conversion_1_modifier }
		}
	}
}

As written in game/common/scripted_effects/00_antiquarian_artifact_improvement_effects.txt.

Where it is used

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

Source: game/common/scripted_effects/00_antiquarian_artifact_improvement_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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