Scripted effect
hunt_activity_dangerous_game_effect
hunt_activity_dangerous_game_effect = { PROVINCE = … }game/common/scripted_effects/00_hunt_effects.txt, line 557 (122 lines). Parameters: $PROVINCE$.
hunt_activity_dangerous_game_effect is a scripted effect in Crusader Kings III, written at line 557 of its file. A call passes 1 parameter: PROVINCE. The game's script calls it in 19 places, among them Hunting a Mystical Animal (story cycle), … in the Zud (event nomad_events_oltner.0004) and A … of … (event nomad_events_oltner.0003). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.
What it does
- 1 of 4 things will happen:
- 43% (base chance; changed in play) › 1 of 3 things will happen:
- 29%: Nothing else happens
- 57%: Nothing else happens
- 14%: Nothing else happens
- 14% (base chance; changed in play) › 1 of 3 things will happen:
- 33% (base chance; changed in play): Nothing else happens
- 33% (base chance; changed in play): Nothing else happens
- 33% (base chance; changed in play): Nothing else happens
- 14% (base chance; changed in play): Nothing else happens
- 29% (base chance; changed in play): Nothing else happens
- 43% (base chance; changed in play) › 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 (120 lines of game script)
hunt_activity_dangerous_game_effect = {
random_list = {
15 = { # Wolf/Hyena/Lynx - Common
trigger = {
$PROVINCE$ = {
OR = {
hunt_animal_wolf_trigger = yes
hunt_animal_hyena_trigger = yes
hunt_animal_lynx_trigger = yes
}
}
}
modifier = {
exists = scope:big_local_game
factor = 0
}
random_list = {
10 = { # Wolf
trigger = {
$PROVINCE$ = { hunt_animal_wolf_trigger = yes }
}
set_variable = { name = animal_type value = flag:wolf years = 3 }
}
20 = { # Hyena
trigger = {
$PROVINCE$ = { hunt_animal_hyena_trigger = yes }
}
set_variable = { name = animal_type value = flag:hyena years = 3 }
}
5 = { # Lynx
trigger = {
$PROVINCE$ = { hunt_animal_lynx_trigger = yes }
}
set_variable = { name = animal_type value = flag:lynx years = 3 }
}
}
}
5 = { # Lion/Tiger/Leopard - Occasional (outside Europe)
trigger = {
$PROVINCE$ = {
hunt_animal_big_cat_trigger = yes
OR = {
hunt_animal_lion_trigger = yes
hunt_animal_tiger_trigger = yes
hunt_animal_leopard_trigger = yes
}
}
}
modifier = {
exists = scope:small_local_game
factor = 0
}
random_list = {
5 = { # Lion
trigger = {
$PROVINCE$ = { hunt_animal_lion_trigger = yes }
}
modifier = {
factor = 5
$PROVINCE$ = {
OR = {
terrain = desert
terrain = forest
}
}
}
set_variable = { name = animal_type value = flag:lion years = 3 }
}
5 = { # Tiger
trigger = {
$PROVINCE$ = { hunt_animal_tiger_trigger = yes }
}
modifier = {
factor = 5
$PROVINCE$ = { terrain = jungle }
}
set_variable = { name = animal_type value = flag:tiger years = 3 }
}
5 = { # Leopard
trigger = {
$PROVINCE$ = { hunt_animal_leopard_trigger = yes }
}
modifier = {
factor = 0.5
$PROVINCE$ = {
OR = {
terrain = desert
terrain = mountains
}
}
}
set_variable = { name = animal_type value = flag:leopard years = 3 }
}
}
}
5 = { # Bear - Occasional (outside Europe)
trigger = {
$PROVINCE$ = { hunt_animal_bear_trigger = yes }
}
modifier = {
exists = scope:small_local_game
factor = 0
}
set_variable = { name = animal_type value = flag:bear years = 3 }
}
10 = { # Boar
trigger = {
$PROVINCE$ = { hunt_animal_boar_trigger = yes }
}
modifier = {
exists = scope:small_local_game
factor = 0
}
set_variable = { name = animal_type value = flag:boar years = 3 }
}
}
# Fallback
if = {
limit = { NOT = { exists = var:animal_type } }
set_variable = { name = animal_type value = flag:wolf years = 3 }As written in game/common/scripted_effects/00_hunt_effects.txt.
The first 120 of its 122 lines; the rest is in game/common/scripted_effects/00_hunt_effects.txt from line 557.
Where it is used
Every place in common/, events/ and history/ that calls hunt_activity_dangerous_game_effect.
Story cycles (1)
- Hunting a Mystical Animal
Events (15)
- … in the Zud
nomad_events_oltner.0004 - A … of …
nomad_events_oltner.0003 - A Cumbersome Gift
hold_court.6140 - Being the Best
legend_spread_events.5205 - Danger: A Fearsome Beast!
travel_danger_events.6000 - Fresh Tracks
nomad_events_oltner.0001
9 more
- Hunting Dog
hunt.1023 - New Trails to Follow
nomad_events_oltner.0005 - Rampaging …
hunt.4007 - Stalking the …
hunt.0500 - The … …
hunt.2510 - The … …
hunt.4012 - The … … of …
hunt.2520 - Lorem ipsum dolor sit amet, consectetur adipiscing elit.
debug.9620 - Lorem ipsum dolor sit amet, consectetur adipiscing elit.
debug.9621
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.