Scripted effect · The Royal Court files
get_animal_hunt_location_effect
get_animal_hunt_location_effect = yesgame/common/scripted_effects/01_ep1_court_artifact_creation_effects.txt, line 367 (111 lines). No parameters.
get_animal_hunt_location_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 367 of its file. It takes no parameters: get_animal_hunt_location_effect = yes. The game's script calls it in 5 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/01_ep1_court_artifact_creation_effects.txt.
The comment above it in the file
If the animal has been hunted we need to provide a location
What it does
If
a check the game hides
Then
- Otherwise › scope:owner › 1 of 3 things will happen:
- 49%: Nothing else happens
- 49%: Nothing else happens
- 2%: Nothing else happens
- Otherwise › scope:owner › 1 of 3 things will happen:
• 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 (111 lines of game script)
get_animal_hunt_location_effect = {
if = {
limit = {
NOT = { exists = scope:location }
}
if = {
limit = {
scope:owner = {
has_variable = animal_type
OR = {
var:animal_type = flag:cat
var:animal_type = flag:dog
}
}
}
scope:owner = {
if = {
limit = { exists = capital_province }
capital_province = { save_scope_as = location }
}
else_if = {
limit = { exists = location }
location = { save_scope_as = location }
}
}
}
else_if = {
limit = {
exists = scope:owner.involved_activity
scope:owner.involved_activity = { has_activity_type = activity_hunt }
}
scope:owner.involved_activity.activity_location = { save_scope_as = location }
}
else = {
scope:owner = {
random_list = {
30 = { #It's hunted in your own realm
trigger = {
any_sub_realm_county = {
exists = this
}
}
random_sub_realm_county = {
random_county_province = { save_scope_as = location }
}
}
30 = { #It's hunted in a neighbors realm
trigger = {
highest_held_title_tier >= tier_county
any_neighboring_realm_same_rank_owner = {
exists = capital_county
}
}
random_neighboring_realm_same_rank_owner = {
limit = {
exists = capital_county
}
capital_county = {
random_county_province = { save_scope_as = location }
}
}
}
1 = { # It's hunted in our current location (as a fallback if we're unlanded or only a baron).
trigger = {
OR = {
highest_held_title_tier < tier_county
is_landed = no
}
}
location.county = {
random_county_province = { save_scope_as = location }
}
}
}
}
}
}
scope:owner = {
if = {
limit = {
NOT = { has_variable = adventure_artifact_location }
}
set_variable = {
name = adventure_artifact_location
value = scope:location
days = 1
}
}
if = {
limit = {
NOT = { has_variable = adventure_artifact_hunter }
exists = scope:creator
}
set_variable = {
name = adventure_artifact_hunter
value = scope:creator
days = 1
}
}
else_if = {
limit = {
NOT = { has_variable = adventure_artifact_hunter }
}
set_variable = {
name = adventure_artifact_hunter
value = scope:owner
days = 1
}
}
}
}As written in game/common/scripted_effects/01_ep1_court_artifact_creation_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls get_animal_hunt_location_effect.
Source: game/common/scripted_effects/01_ep1_court_artifact_creation_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.