Scripted effect
hunt_activity_deer_game_effect
hunt_activity_deer_game_effect = { PROVINCE = … }game/common/scripted_effects/00_hunt_effects.txt, line 438 (118 lines). Parameters: $PROVINCE$.
hunt_activity_deer_game_effect is a scripted effect in Crusader Kings III, written at line 438 of its file. A call passes 1 parameter: PROVINCE. The game's script calls it in 6 places, among them Hunting a Mystical Animal (story cycle), mpo_nerge.1031 (event) and Nest Sighting (event mpo_events_ariana.0001). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.
What it does
- 1 of 2 things will happen:
- 50% › 1 of 3 things will happen:
- 40% (base chance; changed in play): Nothing else happens
- 40%:
hunt_activity_game_building_modifier = { PROVINCE = $PROVINCE$ }activity_court_position_aptitude_positive_modifier = { LIEGE = scope:liege POS = master_of_hunt }
- 20% (base chance; changed in play):
hunt_activity_game_building_modifier = { PROVINCE = $PROVINCE$ }activity_court_position_aptitude_positive_modifier = { LIEGE = scope:liege POS = master_of_hunt }
- 50% › 1 of 2 things will happen:
- 50% (base chance; changed in play): Nothing else happens
- 50%:
hunt_activity_game_building_modifier = { PROVINCE = $PROVINCE$ }activity_court_position_aptitude_positive_modifier = { LIEGE = scope:liege POS = master_of_hunt }
- 50% › 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 (118 lines of game script)
hunt_activity_deer_game_effect = {
if = {
limit = { NOT = { exists = scope:liege } }
if = {
limit = { exists = scope:story }
scope:story.story_owner = { save_temporary_scope_as = liege }
}
else = {
root = { save_temporary_scope_as = liege }
}
}
random_list = {
5 = { # Deer - Europe, Middle East, India, Steppe
trigger = {
$PROVINCE$ = { hunt_animal_deer_trigger = yes }
}
random_list = {
4 = { # Roe - Small deer
trigger = {
$PROVINCE$ = { hunt_animal_roe_trigger = yes }
}
modifier = {
add = -4
exists = scope:big_local_game
}
set_variable = { name = animal_type value = flag:roe } # Roe
}
4 = { # Stag - Standard deer
# Increase larger deer chance with management buildings
hunt_activity_game_building_modifier = { PROVINCE = $PROVINCE$ }
# Master of Hunt aptitude affects chance of managed game
activity_court_position_aptitude_positive_modifier = { LIEGE = scope:liege POS = master_of_hunt }
if = {
limit = {
$PROVINCE$ = {
geographical_region = hunt_animal_reindeer_region
OR = {
terrain = taiga
terrain = forest
}
}
}
set_variable = { name = animal_type value = flag:reindeer }
}
else = {
set_variable = { name = animal_type value = flag:stag }
}
}
2 = { # Hart - Prestigious deer
trigger = {
NOT = { exists = scope:small_local_game }
}
# Offset lack of Roe chance
modifier = {
factor = 0.5
$PROVINCE$ = { hunt_animal_roe_trigger = yes }
}
# Increase larger deer chance with management buildings
hunt_activity_game_building_modifier = { PROVINCE = $PROVINCE$ }
# Master of Hunt aptitude affects chance of managed game
activity_court_position_aptitude_positive_modifier = { LIEGE = scope:liege POS = master_of_hunt }
if = {
limit = {
$PROVINCE$ = {
geographical_region = hunt_animal_elk_region
OR = {
terrain = taiga
terrain = forest
}
}
}
set_variable = { name = animal_type value = flag:elk }
}
else = {
set_variable = { name = animal_type value = flag:hart }
}
}
}
}
5 = { # Antelope - Africa, Middle East, India, Steppe
trigger = {
$PROVINCE$ = { hunt_animal_antelope_trigger = yes }
}
random_list = {
4 = { # Gazelle - Small antelope
trigger = {
$PROVINCE$ = { hunt_animal_gazelle_trigger = yes }
}
modifier = {
add = -4
exists = scope:big_local_game
}
set_variable = { name = animal_type value = flag:gazelle }
}
4 = { # Antelope - Standard antelope
# Increase larger deer chance with management buildings
hunt_activity_game_building_modifier = { PROVINCE = $PROVINCE$ }
# Master of Hunt aptitude affects chance of managed game
activity_court_position_aptitude_positive_modifier = { LIEGE = scope:liege POS = master_of_hunt }
if = {
limit = {
$PROVINCE$ = { hunt_animal_steppe_trigger = yes }
}
set_variable = { name = animal_type value = flag:saiga }
}
else = {
set_variable = { name = animal_type value = flag:antelope }
}
}
}
}
}
# Fallback
if = {
limit = { NOT = { exists = var:animal_type } }
set_variable = { name = animal_type value = flag:stag years = 3 }
}
}As written in game/common/scripted_effects/00_hunt_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls hunt_activity_deer_game_effect.
Story cycles (1)
- Hunting a Mystical Animal
Events (3)
- mpo_nerge.1031
- Nest Sighting
mpo_events_ariana.0001 - Stalking the …
hunt.0500
Scripted effects (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.