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
- 16%:
• 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.
Events (12)
- … in …
bp3_roaming.0110 - A … of Legends
bp3_roaming.0120 - Feathered Trails
nomad_events_oltner.0002 - Fresh Tracks
nomad_events_oltner.0001 - New Trails to Follow
nomad_events_oltner.0005 - Stalking the …
hunt.0500
6 more
- The … …
hunt.2510 - The … …
hunt.4012 - The … of …
hunt.2500 - The Lord's Day
pam_secular_faith_events.0059 - Lorem ipsum dolor sit amet, consectetur adipiscing elit.
debug.9620 - Lorem ipsum dolor sit amet, consectetur adipiscing elit.
debug.9621
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.