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%:
hunt_falconry_select_waterfowl_effect = { VAR = animal_type PROVINCE = $PROVINCE$ }
- 33%:
hunt_falconry_select_gamebird_effect = { VAR = animal_type PROVINCE = $PROVINCE$ }
- 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
- 50%:
• 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)
- Chasing …
hunt.0530 - Feathered Trails
nomad_events_oltner.0002 - Nest Sighting
mpo_events_ariana.0001 - New Trails to Follow
nomad_events_oltner.0005 - The … of …
hunt.2530
Scripted effects (1)
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.