Scripted effect · The Royal Court files
hunt_animal_artifact_modifier_selection_effect
hunt_animal_artifact_modifier_selection_effect = yesgame/common/scripted_effects/00_ep1_artifact_creation_effects.txt, line 14462 (108 lines). No parameters.
hunt_animal_artifact_modifier_selection_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 14462 of its file. It takes no parameters: hunt_animal_artifact_modifier_selection_effect = yes. The game's script calls it in 3 places, among them create_artifact_animal_hide_effect (scripted effect), create_artifact_animal_trinket_effect (scripted effect) and create_artifact_wall_skull_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.
What it does
If
One of these
rarity = masterworkor
rarity = famedor
rarity = illustrious
Then
If
scope:owner.var:animal_type ?= flag:hare
Then
Else if
One of these
scope:owner.var:animal_type ?= flag:roeor
scope:owner.var:animal_type ?= flag:reindeeror
scope:owner.var:animal_type ?= flag:stagor
scope:owner.var:animal_type ?= flag:antelopeor
scope:owner.var:animal_type ?= flag:saigaor
scope:owner.var:animal_type ?= flag:hartor
scope:owner.var:animal_type ?= flag:elkor
scope:owner.var:animal_type ?= flag:horse
Then
Else if
One of these
scope:owner.var:animal_type ?= flag:aurochsor
scope:owner.var:animal_type ?= flag:bisonor
scope:owner.var:animal_type ?= flag:boar
Then
Else if
One of these
scope:owner.var:animal_type ?= flag:bearor
scope:owner.var:animal_type ?= flag:leopardor
scope:owner.var:animal_type ?= flag:lionor
scope:owner.var:animal_type ?= flag:tigeror
scope:owner.var:animal_type ?= flag:wolfor
scope:owner.var:animal_type ?= flag:lynxor
scope:owner.var:animal_type ?= flag:dog
Then
Else if
One of these
scope:owner.var:animal_type ?= flag:hyenaor
scope:owner.var:animal_type ?= flag:unicornor
scope:owner.var:animal_type ?= flag:foxor
scope:owner.var:animal_type ?= flag:dragonor
scope:owner.var:animal_type ?= flag:cat
Then
Otherwise
• 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 (108 lines of game script)
hunt_animal_artifact_modifier_selection_effect = {
if = {
limit = {
OR = {
rarity = masterwork
rarity = famed
rarity = illustrious
}
}
if = {
limit = {
scope:owner.var:animal_type ?= flag:hare
}
add_scaled_artifact_modifier_attractiveness_effect = yes
if = {
limit = {
rarity = illustrious
}
add_scaled_artifact_modifier_intrigue_effect = yes
}
}
else_if = {
limit = {
OR = {
scope:owner.var:animal_type ?= flag:roe
scope:owner.var:animal_type ?= flag:reindeer
scope:owner.var:animal_type ?= flag:stag
scope:owner.var:animal_type ?= flag:antelope
scope:owner.var:animal_type ?= flag:saiga
scope:owner.var:animal_type ?= flag:hart
scope:owner.var:animal_type ?= flag:elk
scope:owner.var:animal_type ?= flag:horse
}
}
add_scaled_artifact_modifier_majesty_effect = yes
if = {
limit = {
rarity = illustrious
}
add_scaled_artifact_modifier_minor_prestige_effect = yes
}
}
else_if = {
limit = {
OR = {
scope:owner.var:animal_type ?= flag:aurochs
scope:owner.var:animal_type ?= flag:bison
scope:owner.var:animal_type ?= flag:boar
}
}
add_scaled_artifact_modifier_rulership_effect = yes
if = {
limit = {
rarity = illustrious
}
add_scaled_artifact_modifier_majesty_effect = yes
}
}
else_if = {
limit = {
OR = {
scope:owner.var:animal_type ?= flag:bear
scope:owner.var:animal_type ?= flag:leopard
scope:owner.var:animal_type ?= flag:lion
scope:owner.var:animal_type ?= flag:tiger
scope:owner.var:animal_type ?= flag:wolf
scope:owner.var:animal_type ?= flag:lynx
scope:owner.var:animal_type ?= flag:wolf
scope:owner.var:animal_type ?= flag:dog
}
}
add_scaled_artifact_modifier_combat_effect = yes
if = {
limit = {
rarity = illustrious
}
add_scaled_artifact_modifier_majesty_effect = yes
}
}
else_if = {
limit = {
OR = {
scope:owner.var:animal_type ?= flag:hyena
scope:owner.var:animal_type ?= flag:unicorn
scope:owner.var:animal_type ?= flag:fox
scope:owner.var:animal_type ?= flag:dragon
scope:owner.var:animal_type ?= flag:cat
}
}
add_scaled_artifact_modifier_intrigue_effect = yes
if = {
limit = {
rarity = illustrious
}
add_scaled_artifact_modifier_scholarship_effect = yes
}
}
else = {
add_scaled_artifact_modifier_majesty_effect = yes
if = {
limit = {
rarity = illustrious
}
add_scaled_artifact_modifier_rulership_effect = yes
}
}
}
}As written in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls hunt_animal_artifact_modifier_selection_effect.
Source: game/common/scripted_effects/00_ep1_artifact_creation_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.