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

hunt_animal_bow_kill_effect

hunt_animal_bow_kill_effect = { DEATH = … VAR = … }

game/common/scripted_effects/00_hunt_effects.txt, line 1866 (198 lines). Parameters: $DEATH$, $VAR$.

hunt_animal_bow_kill_effect is a scripted effect in Crusader Kings III, written at line 1866 of its file. A call passes 2 parameters: DEATH and VAR. The game's script calls it in 6 places, among them Cornering the … (event hunt.1003), Laying in Wait (event hunt.1032) and The … … (event hunt.4017). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.

What it does

• 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 (120 lines of game script)
hunt_animal_bow_kill_effect = {
	save_scope_as = bow_kill
	hunt_animal_kill_effect = { DEATH = $DEATH$ VAR = $VAR$ }
	if = {
		limit = { has_trait = tourney_participant }
		add_trait_xp = {
			trait = tourney_participant
			track = bow
			value = { 1 3 }
		}
		hunter_progress_point_gain_effect = { CHANGE = 1 RANDOM_CHANGE = 1 } #Gives Hunter Lifestyle XP
	}
	else = {
		hunter_progress_point_gain_effect = { CHANGE = 2 RANDOM_CHANGE = 1 } #Gives Hunter Lifestyle XP
	}
	# Determine who could be wounded
	scope:activity ?= {
		random_attending_character = {
			limit = { is_alive = yes }
			save_scope_as = injury_target
			hunt_wound_select_effect = yes
		}
	}
	if = { # Separate win option to avoid Duel tooltips if very easy
		limit = {
			scope:hunt_kill_death_chance = flag:no
			exists = scope:hunt_ending
			scope:activity = {
				hunt_story_trigger = { STORY = chase }
			}
		}
		scope:activity ?= {
			add_activity_log_entry = {
				key = hunt_bow_log
				score = 75
				tags = { kill }
				character = scope:animal_slayer

				# Effect
				scope:animal_slayer = {
					# Complete activity intent if relevant
					if = {
						limit = { has_activity_intent = slay_beast_intent }
						show_as_tooltip = { complete_activity_intent = yes }
					}
					hunt_complete_slay_beast_intent_effect = yes
					add_prestige = hunt_prestige_bow_value
				}
			}
		}
		save_scope_as = bow_success
		play_sound_effect = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ConstructionKits/ep2_event_grand_hunt_ck_arrow_shoot"
	}
	else = {
		duel = {
			skill = prowess
			value = hunt_melee_kill_prowess_value
			50 = { # Success
				desc = hunt_kill_success_bow_tt
				hunt_kill_bow_modifiers = yes # BOW
				hunt_kill_hunter_modifiers = yes # HUNTER
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -25
				}
				scope:activity ?= {
					add_activity_log_entry = {
						key = hunt_bow_log
						score = 75
						tags = { kill }
						character = scope:animal_slayer

						# Effect
						scope:animal_slayer = {
							add_prestige = hunt_prestige_bow_value
							# Complete activity intent if relevant
							if = {
								limit = { has_activity_intent = slay_beast_intent }
								show_as_tooltip = { complete_activity_intent = yes }
							}
							hunt_complete_slay_beast_intent_effect = yes
							if = {
								limit = {
									has_activity_intent = impose_obedience_intent
									scope:host.intent_target = {
										NOT = { is_obedient_to = scope:host }
									}
								}
								scope:host.intent_target = {
									add_opinion = {
										target = scope:host
										modifier = obedience_opinion
									}
								}
							}
							hunt_animal_slayer_memory_effect = yes
							if = { #chance_to_gain_prowess_during_bear_hunts parameter check
								limit = {
									rite = { rite_has_parameter = chance_to_gain_prowess_during_bear_hunts }
									scope:activity.var:animal_type = flag:bear
								}
								random = {
									chance = 10
									add_prowess_skill = 1
								}
							}
						}
					}
				}
				save_scope_as = bow_success
				play_sound_effect = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ConstructionKits/ep2_event_grand_hunt_ck_arrow_impact_hit"
			}
			5 = { # Failure
				desc = hunt_kill_failure_melee_group
				trigger = {	scope:hunt_kill_death_chance = flag:yes }
				compare_modifier = {
					value = scope:duel_value
					multiplier = -1.5
					min = 1

As written in game/common/scripted_effects/00_hunt_effects.txt.

The first 120 of its 198 lines; the rest is in game/common/scripted_effects/00_hunt_effects.txt from line 1866.

Where it is used

Every place in common/, events/ and history/ that calls hunt_animal_bow_kill_effect.

Events (6)

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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