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

end_hunt_mystical_animal_story_cycle_effect

end_hunt_mystical_animal_story_cycle_effect = yes

game/common/scripted_effects/00_hunt_effects.txt, line 285 (82 lines). No parameters.

end_hunt_mystical_animal_story_cycle_effect is a scripted effect in Crusader Kings III, written at line 285 of its file. It takes no parameters: end_hunt_mystical_animal_story_cycle_effect = yes. The game's script calls it in 3 places, among them Hunt (activity), Felling a Beast (event hunt.4004) and The … … (event hunt_mystical_animal.9001). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.

The comment above it in the file

Effect to end the story and apply everything - You got the animal!

What it does

• 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 (82 lines of game script)
end_hunt_mystical_animal_story_cycle_effect = {
	if = {
		limit = {
			has_dlc_feature = legends
			NOT = { has_game_rule = historical_legends_only }
		}
		create_legend_seed = {
			type = heroic
			quality = famed
			chronicle = beast_slayer
			properties = {
				beast = scope:activity.var:animal_type
				location = root.location
			}
		}
	}
	add_prestige = major_prestige_gain
	give_nickname = nick_the_venator
	add_trait_xp = {
		trait = lifestyle_hunter
		track = hunter
		value = 20
	}
	add_character_modifier = {
		modifier = hunt_mystical_animal_modifier
		years = 20
	}
	set_variable = {
		name = hunted_mystical_animal
		value = scope:activity.var:animal_type
	}
	hidden_effect = {
		if = {
			limit = {
				can_animal_produce_skull_trigger = { VARIABLE = scope:activity.var:animal_type }
			}
			random = {
				chance = 50
				create_artifact_wall_skull_effect = {
					OWNER = root
					HUNTER = root
					LEGENDARY = yes
					ANIMAL = scope:activity.var:animal_type
				}
			}
		}
	}
	create_artifact_animal_hide_effect = {
		OWNER = root
		HUNTER = root
		LEGENDARY = yes
		ANIMAL = scope:activity.var:animal_type
	}
	add_stress = medium_stress_loss
	if = {
		limit = {
			NOT = { exists = scope:story }
		}
		random_owned_story = {
			limit = {
				story_type = story_cycle_hunt_mystical_animal
				var:legendary_county ?= scope:activity.activity_location.county
			}
			save_temporary_scope_as = story
		}
	}
	scope:story ?= {
		hidden_effect = { end_story = yes }
	}
	# Achievement tracking.
	## Ahab.
	if = {
		limit = {
			is_ai = no
			exists = global_var:started_ahab_achievement
		}
		set_global_variable = {
			name = achieved_ahab_achievement
			value = yes
		}
	}
}

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

Where it is used

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

Activities (1)

Events (2)

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.

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