Scripted effect
hunt_activity_sighting_master_effect
hunt_activity_sighting_master_effect = { TYPE = … }game/common/scripted_effects/00_hunt_effects.txt, line 2500 (94 lines). Parameters: $TYPE$.
hunt_activity_sighting_master_effect is a scripted effect in Crusader Kings III, written at line 2500 of its file. A call passes 1 parameter: TYPE. The game's script calls it in 5 places, among them From Here to There (event hunt.2540), The … … (event hunt.2510) and The … … of … (event hunt.2520). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.
The comment above it in the file
Save master of the hunt or a fallback
What it does
- If played by a person:
create_character = { … }
• 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 (94 lines of game script)
hunt_activity_sighting_master_effect = {
add_character_flag = {
flag = recent_hunt_sighting
years = 3
}
save_scope_value_as = {
name = lifestyle
value = flag:$TYPE$
}
if = {
limit = {
employs_court_position = master_of_hunt_court_position
court_position:master_of_hunt_court_position = { is_available_adult = yes }
}
court_position:master_of_hunt_court_position = { save_scope_as = sighting_character }
}
else_if = {
limit = {
employs_court_position = huntperson_camp_officer
court_position:huntperson_camp_officer = { is_available_adult = yes }
}
court_position:huntperson_camp_officer = { save_scope_as = sighting_character }
}
else = {
every_vassal_or_below = {
limit = {
is_available_adult = yes
has_trait = lifestyle_hunter
}
add_to_list = potential_sighting_givers
}
every_courtier = {
limit = {
is_available_adult = yes
has_trait = lifestyle_hunter
}
add_to_list = potential_sighting_givers
}
random_in_list = {
list = potential_sighting_givers
weight = {
base = 1
modifier = {
factor = 2
scope:lifestyle = flag:hunter
has_trait_xp = {
trait = lifestyle_hunter
track = hunter
value >= 25
}
}
modifier = {
factor = 2
scope:lifestyle = flag:falconer
has_trait_xp = {
trait = lifestyle_hunter
track = falconer
value >= 25
}
}
modifier = {
factor = 0
# Exclude clergy who don't fight
clergy_can_fight_check_trigger = no
}
modifier = {
factor = 0.1
scope:lifestyle = flag:hunter
NOT = {
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
}
}
}
save_scope_as = sighting_character
}
}
scope:sighting_character ?= { save_scope_as = portrait_character }
if = {
limit = {
NOT = { exists = scope:sighting_character }
is_ai = no
}
create_character = {
location = root.location
template = hunter_template
culture = root.location.culture
faith = root.location.faith
rite = root.location.rite
dynasty = none
save_scope_as = new_hunter
}
scope:new_hunter = { save_scope_as = portrait_character }
}
}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_sighting_master_effect.
Events (5)
- From Here to There
hunt.2540 - The … …
hunt.2510 - The … … of …
hunt.2520 - The … of …
hunt.2500 - The … of …
hunt.2530
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.