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

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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