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

hunt_activity_standard_game_effect

hunt_activity_standard_game_effect = { HUNTER = … PROVINCE = … }

game/common/scripted_effects/00_hunt_effects.txt, line 368 (69 lines). Parameters: $HUNTER$, $PROVINCE$.

hunt_activity_standard_game_effect is a scripted effect in Crusader Kings III, written at line 368 of its file. A call passes 2 parameters: HUNTER and PROVINCE. The game's script calls it in 15 places, among them … in … (event bp3_roaming.0110), A … of Legends (event bp3_roaming.0120) and Feathered Trails (event nomad_events_oltner.0002). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.

What it does

  • 1 of 6 things will happen:
    • 16%:
      • activity_court_position_aptitude_positive_modifier = { LIEGE = scope:liege POS = master_of_hunt }
      • hunt_activity_game_building_modifier = { PROVINCE = $PROVINCE$ }
    • 49%:
      • activity_court_position_aptitude_positive_modifier = { LIEGE = scope:liege POS = master_of_hunt }
      • hunt_activity_game_building_modifier = { PROVINCE = $PROVINCE$ }
      • hunt_activity_deer_game_effect = { PROVINCE = $PROVINCE$ }
    • 2%: Nothing else happens
    • 16%: Nothing else happens
    • 8%: Nothing else happens
    • 8% (base chance; changed in play): 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 (69 lines of game script)
hunt_activity_standard_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 = {
		10 = { # Boar
			trigger = {
				$PROVINCE$ = { hunt_animal_boar_trigger = yes }
				NOT = { exists = scope:small_local_game }
			}
			# Master of Hunt aptitude affects chance of managed game
			activity_court_position_aptitude_positive_modifier = { LIEGE = scope:liege POS = master_of_hunt }
			# Increase larger deer chance with management buildings
			hunt_activity_game_building_modifier = { PROVINCE = $PROVINCE$ }
			set_variable = { name = animal_type value = flag:boar years = 3 }
		}
		30 = { # Deer/Antelope
			trigger = {
				$PROVINCE$ = { hunt_animal_deer_antelope_trigger = yes }
			}
			# Master of Hunt aptitude affects chance of managed game
			activity_court_position_aptitude_positive_modifier = { LIEGE = scope:liege POS = master_of_hunt }
			# Increase larger deer chance with management buildings
			hunt_activity_game_building_modifier = { PROVINCE = $PROVINCE$ }
			hunt_activity_deer_game_effect = { PROVINCE = $PROVINCE$ }
		}
		1 = { # Aurochs
			trigger = {
				$PROVINCE$ = { hunt_animal_aurochs_trigger = yes }
				NOT = { $HUNTER$.religion = religion:hinduism_religion }
				NOT = { exists = scope:small_local_game }
			}
			set_variable = { name = animal_type value = flag:aurochs }
		}
		10 = { # Bison
			trigger = {
				$PROVINCE$ = { hunt_animal_bison_trigger = yes }
				NOT = { exists = scope:small_local_game }
			}
			set_variable = { name = animal_type value = flag:bison }
		}
		5 = { # Fox
			trigger = {
				$PROVINCE$ = { hunt_animal_fox_trigger = yes }
				NOT = { exists = scope:big_local_game }
			}
			set_variable = { name = animal_type value = flag:fox }
		}
		5 = { # Hare
			modifier = {
				exists = scope:big_local_game
				add = -5
			}
			set_variable = { name = animal_type value = flag:hare }
		}
	}
	# 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_standard_game_effect.

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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