Scripted effect
disburse_hunt_activity_rewards
disburse_hunt_activity_rewards = yesgame/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 }
- Their domicile:
If
- Government is Nomadic
scope:activity:- Hunt success is yes
hunt_animal_type_dangerous_trigger = { VAR = var:animal_type }
Then
- Dread +50
add_prowess_skill = 1
If
- Government is Nomadic
scope:activity.var:hunt_success ?= flag:yesscope:activity:- Animal type is not hare
- Animal type is not fox
Then
- This stag will make for a great future Feast!
- Gains the modifier “Stocked Meat”
Else if
- Government is Nomadic
scope:activity.var:hunt_success ?= flag:yes
Then
- While successful, a single stag does not a feast make...
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
If
a check the game hides
Then
If
scope:activity.var:hunt_success ?= flag:yes
Then
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_gain }
Otherwise
add_legitimacy_effect = { LEGITIMACY = miniscule_legitimacy_gain }
- Every participating Glory Hound Vassal (…):
- Where:
is_participant_in_activity = scope:activity
vassal_stance = glory_hound- Opinion: Liege Hosted Hunt
- Where:
- Every participating Belligerent Vassal (…):
- Where:
has_vassal_stance = belligerentis_participant_in_activity = scope:activity
- Opinion: Liege Hosted Hunt (+15)
- Where:
scope:activity:If
- Hunt success is yes
hunt_animal_type_predator_trigger = { VAR = var:animal_type }activity_location.county.holder.top_liege ?= scope:host.top_liege
Then
activity_location.county = { … }
- Every Participating Guest:
- Only some of them (the filter is in the script below)
- Gain … Prestige
If
- Government is Nomadic
scope:activity:- Hunt success is yes
hunt_animal_type_dangerous_trigger = { VAR = var:animal_type }
Then
add_prowess_skill = 1
remove_strife_per_invited_powerful_vassal_effect = yespam_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)
- Bounty of the Wild
hunt.9001 - Empty-Handed
hunt.9002 - Felling a Beast
hunt.4004
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.