Scripted effect
primary_armament_improvement_effect
primary_armament_improvement_effect = yesgame/common/scripted_effects/00_antiquarian_artifact_improvement_effects.txt, line 104 (310 lines). No parameters.
primary_armament_improvement_effect is a scripted effect in Crusader Kings III, written at line 104 of its file. It takes no parameters: primary_armament_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
- 1 of 18 things will happen:
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_prowess_1_modifier }
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_knight_effectiveness_1_modifier }
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_glory_hound_levy_contribution_mult_1_modifier }
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_enemy_hard_casualty_modifier_1_modifier }
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_plains_advantage_1_modifier }
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_farmlands_advantage_1_modifier }
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_hills_advantage_1_modifier }
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_mountains_advantage_1_modifier }
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_desert_advantage_1_modifier }
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_desert_mountains_advantage_1_modifier }
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_oasis_advantage_1_modifier }
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_jungle_advantage_1_modifier }
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_forest_advantage_1_modifier }
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_taiga_advantage_1_modifier }
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_wetlands_advantage_1_modifier }
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_steppe_advantage_1_modifier }
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_floodplains_advantage_1_modifier }
- 6%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_drylands_advantage_1_modifier }
- 6%:
• 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)
primary_armament_improvement_effect = {
random_list = {
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_prowess_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_knight_effectiveness_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_glory_hound_levy_contribution_mult_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_enemy_hard_casualty_modifier_1_modifier }
}
10 = {
trigger = {
scope:liege = {
OR = {
any_sub_realm_county = {
count >= 5
title_province = {
terrain = plains
}
}
any_sub_realm_county = {
percent >= 0.3
title_province = {
terrain = plains
}
}
}
}
}
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_plains_advantage_1_modifier }
}
10 = {
trigger = {
scope:liege = {
OR = {
any_sub_realm_county = {
count >= 5
title_province = {
terrain = farmlands
}
}
any_sub_realm_county = {
percent >= 0.3
title_province = {
terrain = farmlands
}
}
}
}
}
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_farmlands_advantage_1_modifier }
}
10 = {
trigger = {
scope:liege = {
OR = {
any_sub_realm_county = {
count >= 5
title_province = {
terrain = hills
}
}
any_sub_realm_county = {
percent >= 0.3
title_province = {
terrain = hills
}
}
}
}
}
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_hills_advantage_1_modifier }
}
10 = {
trigger = {
scope:liege = {
OR = {
any_sub_realm_county = {
count >= 5
title_province = {
terrain = mountains
}
}
any_sub_realm_county = {
percent >= 0.3
title_province = {
terrain = mountains
}
}
}
}
}
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_mountains_advantage_1_modifier }
}
10 = {
trigger = {
scope:liege = {
OR = {
any_sub_realm_county = {
count >= 5
title_province = {
terrain = desert
}
}
any_sub_realm_county = {
percent >= 0.3
title_province = {
terrain = desert
}
}
}
}
}
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_desert_advantage_1_modifier }
}
10 = {As written in game/common/scripted_effects/00_antiquarian_artifact_improvement_effects.txt.
The first 120 of its 310 lines; the rest is in game/common/scripted_effects/00_antiquarian_artifact_improvement_effects.txt from line 104.
Where it is used
Every place in common/, events/ and history/ that calls primary_armament_improvement_effect.
Scripted effects (1)
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.