Scripted effect
end_hunt_mystical_animal_story_cycle_effect
end_hunt_mystical_animal_story_cycle_effect = yesgame/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
- If game rule not set to “Only Historical Legends”:
create_legend_seed = { … }
- Gain +350 Prestige
- Gains the Nickname 'the Venator'
- Hunter (hunter) experience +20
- Gains the modifier “Hunted Mystical Animal” for 20 years
• 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)
- Felling a Beast
hunt.4004 - The … …
hunt_mystical_animal.9001
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.