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

disburse_hunt_activity_rewards

disburse_hunt_activity_rewards = yes

game/common/scripted_effects/00_activity_effects.txt, line 2796 (255 lines). No parameters.

disburse_hunt_activity_rewards is a scripted effect in Crusader Kings III, written at line 2796 of its file. It takes no parameters: disburse_hunt_activity_rewards = yes. The game's script calls it in 4 places, among them Hunt (activity), Bounty of the Wild (event hunt.9001) and Empty-Handed (event hunt.9002). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_activity_effects.txt.

What it does

  • hunt_individual_guest_awards_effect = yes
  • If has a Adventurer Government:
    • Their domicile:
      • change_provisions = { value = hunt_provisions_reward_value }
  • If

    Then

    • Dread +50
    • add_prowess_skill = 1
  • If

    • Government is Nomadic
    • scope:activity.var:hunt_success ?= flag:yes
    • scope:activity:
      • Animal type is not hare
      • Animal type is not fox

    Then

    Else if

    • Government is Nomadic
    • scope:activity.var:hunt_success ?= flag:yes

    Then

    • While successful, a single stag does not a feast make...
  • If

    Then

    Otherwise

  • If

    a check the game hides

    Then

    • Every vassal: Opinion: Liege Hosted Hunt (+5)
  • If

    a check the game hides

    Then

    • If

      • scope:activity.var:hunt_success ?= flag:yes

      Then

      • scope:activity › One random attending character:

      Otherwise

      • scope:activity › One random attending character:
  • If

    a check the game hides

    Then

  • Every participating Glory Hound Vassal (…):
    • Where:
      • is_participant_in_activity = scope:activity
    • vassal_stance = glory_hound
    • Opinion: Liege Hosted Hunt
  • Every participating Belligerent Vassal (…):
    • Where:
      • has_vassal_stance = belligerent
      • is_participant_in_activity = scope:activity
    • Opinion: Liege Hosted Hunt (+15)
  • scope:activity:
    • If

      Then

      • activity_location.county = { … }
    • Every Participating Guest:
  • remove_strife_per_invited_powerful_vassal_effect = yes
  • pam_vows_of_poverty_host_completion_piety_effect = yes

• 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)
disburse_hunt_activity_rewards = {
	# for the loc
	save_scope_as = root_scope
	if = { # To show correct tooltips for guests
		limit = { has_trait = lifestyle_hunter }
		add_character_flag = {
			flag = host_existing_hunter
			weeks = 1
		}
	}
	hunt_individual_guest_awards_effect = yes
	# Rewards based on Magnficence level
	# Host Rewards
	# Adventurer Provisions
	if = {
		limit = {
			has_government = landless_adventurer_government
		}
		domicile = {
			change_provisions = {
				value = hunt_provisions_reward_value
			}
		}
	}
	# Nomads gain dread and prowess from dangerous animal kills
	if = {
		limit = {
			government_has_flag = government_is_nomadic
			scope:activity = {
				var:hunt_success ?= flag:yes
				NOT = { exists = var:animal_spared }
				hunt_animal_type_dangerous_trigger = { VAR = var:animal_type }
			}
		}
		add_dread = massive_dread_gain
		add_prowess_skill = 1
	}
	# Nomad Discount Modifier for Feasts
	if = {
		limit = {
			government_has_flag = government_is_nomadic
			scope:activity.var:hunt_success ?= flag:yes
			NOT = { exists = scope:activity.var:animal_spared }
			scope:activity = {
				NOR = {
					var:animal_type ?= flag:hare
					var:animal_type ?= flag:fox
				}
			}
		}
		custom_tooltip = nomad_good_hunt_tt
		add_character_modifier = {
			modifier = mpo_si_slaughtered_animals
		}
	}
	else_if = {
		limit = {
			government_has_flag = government_is_nomadic
			scope:activity.var:hunt_success ?= flag:yes
			NOT = { exists = scope:activity.var:animal_spared }
		}
		custom_tooltip = nomad_meager_hunt_tt
	}
	# Prestige/Piety Gain
	if = {
		limit = {
			culture = { has_cultural_parameter = sacred_hunts }
		}
		add_prestige = hunt_prestige_with_piety_reward_value
		add_piety = hunt_piety_reward_value
	}
	else = { add_prestige = hunt_prestige_reward_value }
	# Triggered bonuses
	if = {
		limit = { has_character_flag = impressive_hunt }
		every_vassal = {
			add_opinion = {
				modifier = hosted_hunt_opinion
				target = scope:root_scope
				opinion = 5
			}
		}
		remove_character_flag = impressive_hunt
	}
	if = {
		limit = { has_character_flag = personal_hunt }
		if = {
			limit = { scope:activity.var:hunt_success ?= flag:yes }
			scope:activity = {
				random_attending_character = {
					limit = {
						NOR = {
							has_trait = loyal
							has_trait = disloyal
						}
						is_ai = yes
					}
					weight = {
						base = 1
						opinion_modifier = {
							opinion_target = root
						}
					}
					add_trait = loyal
				}
			}
		}
		else = {
			scope:activity = {
				random_attending_character = {
					limit = {
						NOR = {
							has_trait = loyal
							has_trait = disloyal
						}
						is_ai = yes
					}
					weight = {
						base = 1
						opinion_modifier = {

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

The first 120 of its 255 lines; the rest is in game/common/scripted_effects/00_activity_effects.txt from line 2796.

Where it is used

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

Activities (1)

Events (3)

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.

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