CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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 }

• 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)

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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