Scripted effect
animal_artifact_wealth_quality_effect
animal_artifact_wealth_quality_effect = yesgame/common/scripted_effects/00_hunt_effects.txt, line 2065 (181 lines). No parameters.
animal_artifact_wealth_quality_effect is a scripted effect in Crusader Kings III, written at line 2065 of its file. It takes no parameters: animal_artifact_wealth_quality_effect = yes. The game's script calls it in 4 places, among them create_artifact_animal_hide_effect (scripted effect), create_artifact_animal_trinket_effect (scripted effect) and create_artifact_bird_feather_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (120 lines of game script)
animal_artifact_wealth_quality_effect = {
save_scope_value_as = {
name = quality
value = {
value = 0
if = {
limit = {
exists = scope:excellent_animal_artifacts
}
add = 500
}
if = {
limit = {
OR = {
scope:owner.var:animal_type ?= flag:hare
AND = {
hunt_activity_bird_trigger = { VAR = scope:owner.var:animal_type }
NOR = {
hunt_activity_ground_bird_trigger = { VAR = scope:owner.var:animal_type }
hunt_activity_exotic_bird_trigger = { VAR = scope:owner.var:animal_type }
}
}
}
}
add = { 0 30 }
}
else_if = {
limit = {
OR = {
scope:owner.var:animal_type ?= flag:fox
hunt_activity_ground_bird_trigger = { VAR = scope:owner.var:animal_type }
}
}
add = { 15 45 }
}
else_if = {
limit = {
OR = {
scope:owner.var:animal_type ?= flag:roe
scope:owner.var:animal_type ?= flag:gazelle
# Pets
scope:owner.var:animal_type ?= flag:cat
scope:owner.var:animal_type ?= flag:dog
scope:owner.var:animal_type ?= flag:eagle
}
}
add = { 30 60 }
}
else_if = {
limit = {
OR = {
scope:owner.var:animal_type ?= flag:wolf
scope:owner.var:animal_type ?= flag:hyena
scope:owner.var:animal_type ?= flag:lynx
# Exotic Birds
hunt_activity_exotic_bird_trigger = { VAR = scope:owner.var:animal_type }
}
}
add = { 45 75 }
}
else_if = {
limit = {
OR = {
scope:owner.var:animal_type ?= flag:bison
scope:owner.var:animal_type ?= flag:aurochs
scope:owner.var:animal_type ?= flag:stag
scope:owner.var:animal_type ?= flag:reindeer
scope:owner.var:animal_type ?= flag:antelope
}
}
add = { 60 90 }
}
else_if = {
limit = {
OR = {
scope:owner.var:animal_type ?= flag:lion
scope:owner.var:animal_type ?= flag:tiger
scope:owner.var:animal_type ?= flag:bear
scope:owner.var:animal_type ?= flag:leopard
}
}
add = { 75 105 }
}
else_if = {
limit = {
OR = {
scope:owner.var:animal_type ?= flag:boar
scope:owner.var:animal_type ?= flag:hart
scope:owner.var:animal_type ?= flag:elk
scope:owner.var:animal_type ?= flag:dragon
scope:owner.var:animal_type ?= flag:unicorn
}
}
add = { 90 120 }
}
if = {
limit = { scope:legendary ?= yes }
multiply = 2
}
if = {
limit = { exists = scope:impressive_trophy }
multiply = 1.5
}
if = {
limit = { exists = var:pet_name }
multiply = 2
}
}
}
save_scope_value_as = {
name = wealth
value = {
if = {
limit = {
exists = scope:excellent_animal_artifacts
}
add = 500
}
if = {As written in game/common/scripted_effects/00_hunt_effects.txt.
The first 120 of its 181 lines; the rest is in game/common/scripted_effects/00_hunt_effects.txt from line 2065.
Where it is used
Every place in common/, events/ and history/ that calls animal_artifact_wealth_quality_effect.
Source: game/common/scripted_effects/00_hunt_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.