Scripted effect
accolades_activity_complete_hunt_glory_effect
accolades_activity_complete_hunt_glory_effect = yesgame/common/scripted_effects/00_accolades_scripted_effects.txt, line 481 (103 lines). No parameters.
accolades_activity_complete_hunt_glory_effect is a scripted effect in Crusader Kings III, written at line 481 of its file. It takes no parameters: accolades_activity_complete_hunt_glory_effect = yes. The game's script calls it in 1 place, among them disburse_hunt_activity_rewards (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_accolades_scripted_effects.txt.
The comment above it in the file
GLORY GAIN FOR HUNTS used in disburse_hunt_activity_rewards on scope:host
What it does
If
- scope:activity › Any attending character:
is_acclaimed = yes
Then
scope:activity:- Activity log entry › scope:host › Every acclaimed knight:
- Where:
involved_activity = scope:activity
accolade = { … }
- Where:
- Every attending character:
- Where:
is_acclaimed = yesNOT = { is_knight_of = scope:host }
- scope:activity › Activity log entry › scope:acclaimed_knight:
accolade = { … }
clear_saved_scope = acclaimed_knight
- Where:
- Activity log entry › scope:host › Every acclaimed knight:
- scope:activity › Any attending character:
• 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 (103 lines of game script)
accolades_activity_complete_hunt_glory_effect = {
# Glory management.
## We want to toss out a little glory when knights go hunting
if = {
limit = {
scope:activity = {
any_attending_character = {
is_acclaimed = yes
}
}
}
save_scope_as = accolade_owner
scope:activity = {
add_activity_log_entry = {
key = liege_accolades_glory_reward
tags = { completed }
score = 10
show_in_conclusion = yes
character = scope:accolade_owner
scope:host = {
every_acclaimed_knight = {
limit = {
involved_activity = scope:activity
}
accolade = {
add_glory = {
value = 20
multiply = hunt_prestige_animal_level_value
if = {
limit = { scope:activity.var:hunt_success = flag:no }
divide = 5
}
add = major_glory_gain #for being the host's acclaimed knight
if = {
limit = {
scope:animal_slayer ?= acclaimed_knight
}
add = massive_glory_value
}
if = {
limit = {
has_accolade_type = huntsmaster_attribute
}
add = sub_minimal_glory_gain
}
}
}
}
}
}
every_attending_character = {
limit = {
is_acclaimed = yes
this != scope:host
NOT = {
is_knight_of = scope:host
}
}
save_scope_as = acclaimed_knight
scope:activity = {
add_activity_log_entry = {
key = knight_accolade_glory_reward
tags = { completed }
score = 10
show_in_conclusion = no
character = scope:acclaimed_knight
scope:acclaimed_knight = {
accolade = {
add_glory = {
value = 20
multiply = hunt_prestige_animal_level_value
if = {
limit = { scope:activity.var:hunt_success = flag:no }
divide = 5
}
if = {
limit = {
accolade_owner.involved_activity ?= scope:activity
}
add = minor_glory_gain
}
if = {
limit = {
scope:animal_slayer ?= acclaimed_knight
}
add = massive_glory_value
}
if = {
limit = {
has_accolade_type = huntsmaster_attribute
}
add = sub_minimal_glory_gain
}
}
}
}
}
}
clear_saved_scope = acclaimed_knight
}
}
}
}As written in game/common/scripted_effects/00_accolades_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls accolades_activity_complete_hunt_glory_effect.
Scripted effects (1)
Source: game/common/scripted_effects/00_accolades_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.