CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

hunt_activity_falconry_game_effect

hunt_activity_falconry_game_effect = { PROVINCE = … }

game/common/scripted_effects/00_hunt_effects.txt, line 680 (140 lines). Parameters: $PROVINCE$.

hunt_activity_falconry_game_effect is a scripted effect in Crusader Kings III, written at line 680 of its file. A call passes 1 parameter: PROVINCE. The game's script calls it in 6 places, among them Chasing … (event hunt.0530), Feathered Trails (event nomad_events_oltner.0002) 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 3 things will happen:
    • 50%:
    • 33%:
    • 17% › 1 of 6 things will happen:
      • 17% (base chance; changed in play): Nothing else happens
      • 17% (base chance; changed in play): Nothing else happens
      • 17% (base chance; changed in play): Nothing else happens
      • 17% (base chance; changed in play): Nothing else happens
      • 17% (base chance; changed in play): Nothing else happens
      • 17%: Nothing else happens

• 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_falconry_game_effect = {
	random_list = {
		15 = { ### WATERFOWL ###
			trigger = {
				$PROVINCE$ = {
					NOR = {
						terrain = desert
						terrain = desert_mountains
						terrain = jungle
						terrain = drylands
					}
				}
			}
			hunt_falconry_select_waterfowl_effect = { VAR = animal_type PROVINCE = $PROVINCE$ }
		}
		10 = { ### GROUND ###
			hunt_falconry_select_gamebird_effect = { VAR = animal_type PROVINCE = $PROVINCE$ }
		}
		5 = { ### EXOTIC ###
			random_list = {
				5 = { # Egret
					trigger = {
						$PROVINCE$ = {
							OR = {
								geographical_region = world_africa_north
								geographical_region = world_africa_east
								geographical_region = world_africa_west
								geographical_region = world_middle_east_persia
								geographical_region = world_europe_south_east
								geographical_region = world_asia_minor
								geographical_region = world_steppe
							}
						}
					}
					modifier = {
						factor = 2
						$PROVINCE$ = {
							OR = {
								terrain = wetlands
								terrain = floodplains
								terrain = oasis
								is_riverside_province = yes
							}
						}
					}
					set_variable = { name = animal_type value = flag:egret years = 3 }
				}
				5 = { # Crane
					trigger = {
						$PROVINCE$ = {
							OR = {
								geographical_region = world_africa_north
								geographical_region = world_africa_east
								geographical_region = world_europe_north
								geographical_region = world_europe_east
								geographical_region = world_asia_minor
								geographical_region = world_steppe
							}
						}
					}
					modifier = {
						factor = 2
						$PROVINCE$ = {
							OR = {
								terrain = wetlands
								terrain = floodplains
								terrain = oasis
								is_riverside_province = yes
							}
						}
					}
					set_variable = { name = animal_type value = flag:crane years = 3 }
				}
				5 = { # Stork
					modifier = {
						factor = 2
						$PROVINCE$ = {
							OR = {
								terrain = wetlands
								terrain = floodplains
								terrain = oasis
								is_riverside_province = yes
							}
						}
					}
					set_variable = { name = animal_type value = flag:stork years = 3 }
				}
				5 = { # Heron
					modifier = {
						factor = 2
						$PROVINCE$ = {
							OR = {
								terrain = wetlands
								terrain = floodplains
								terrain = oasis
								is_riverside_province = yes
							}
						}
					}
					set_variable = { name = animal_type value = flag:heron years = 3 }
				}
				5 = { # Pelican
					trigger = {
						$PROVINCE$ = {
							OR = {
								geographical_region = world_africa_east
								geographical_region = world_africa_west
								geographical_region = world_india
								geographical_region = world_middle_east_persia
								geographical_region = world_asia_minor
								geographical_region = world_europe_south_east
								geographical_region = world_steppe_west
							}
						}
					}
					modifier = {
						factor = 2
						$PROVINCE$ = { is_coastal = yes }
					}
					set_variable = { name = animal_type value = flag:pelican years = 3 }

As written in game/common/scripted_effects/00_hunt_effects.txt.

The first 120 of its 140 lines; the rest is in game/common/scripted_effects/00_hunt_effects.txt from line 680.

Where it is used

Every place in common/, events/ and history/ that calls hunt_activity_falconry_game_effect.

Events (5)

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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