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

hunt_animal_death_effect

hunt_animal_death_effect = { VAR = … }

game/common/scripted_effects/00_hunt_effects.txt, line 1268 (85 lines). Parameters: $VAR$.

hunt_animal_death_effect is a scripted effect in Crusader Kings III, written at line 1268 of its file. A call passes 1 parameter: VAR. The game's script calls it in 5 places, among them Cornering the … (event hunt.1202), The Kill (event hunt.1201) and travel_danger_events_6000_beast_duel_effect (local effect). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.

What it does

  • If

    a check the game hides

    Then

    • If

      • $VAR$ = flag:elk

      Then

      • death = { death_reason = death_moose }

      Else if

      • $VAR$ = flag:hart

      Then

      • death = { death_reason = death_hart }

      Else if

      • One of these

        • $VAR$ = flag:stag
        • or

          $VAR$ = flag:reindeer

      Then

      • death = { death_reason = death_deer }

      Else if

      • $VAR$ = flag:roe

      Then

      • death = { death_reason = death_roe }

      Else if

      • One of these

        • $VAR$ = flag:antelope
        • or

          $VAR$ = flag:saiga

      Then

      • death = { death_reason = death_antelope }

      Else if

      • $VAR$ = flag:gazelle

      Then

      • death = { death_reason = death_gazelle }

      Else if

      • $VAR$ = flag:bison

      Then

      • death = { death_reason = death_bison }

      Else if

      • $VAR$ = flag:aurochs

      Then

      • death = { death_reason = death_aurochs }

      Else if

      • $VAR$ = flag:boar

      Then

      • death = { death_reason = death_boar }

      Else if

      • $VAR$ = flag:bear

      Then

      • death = { death_reason = death_bear }

      Else if

      • $VAR$ = flag:wolf

      Then

      • death = { death_reason = death_wolf }

      Else if

      • $VAR$ = flag:hyena

      Then

      • death = { death_reason = death_hyena }

      Else if

      • $VAR$ = flag:lynx

      Then

      • death = { death_reason = death_lynx }

      Else if

      • $VAR$ = flag:lion

      Then

      • death = { death_reason = death_lion }

      Else if

      • $VAR$ = flag:tiger

      Then

      • death = { death_reason = death_tiger }

      Else if

      • $VAR$ = flag:leopard

      Then

      • death = { death_reason = death_leopard }

      Otherwise

      • death = { death_reason = death_maimed_by_wild_beast }

    Otherwise

    • death = { death_reason = death_maimed_by_wild_beast }

• 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 (85 lines of game script)
hunt_animal_death_effect = {
	if = {
		limit = { exists = $VAR$ }
		if = {
			limit = { $VAR$ = flag:elk }
			death = { death_reason = death_moose }
		}
		else_if = {
			limit = { $VAR$ = flag:hart }
			death = { death_reason = death_hart }
		}
		else_if = {
			limit = {
				OR = {
					$VAR$ = flag:stag
					$VAR$ = flag:reindeer
				}
			}
			death = { death_reason = death_deer }
		}
		else_if = {
			limit = { $VAR$ = flag:roe }
			death = { death_reason = death_roe }
		}
		else_if = {
			limit = {
				OR = {
					$VAR$ = flag:antelope
					$VAR$ = flag:saiga
				}
			}
			death = { death_reason = death_antelope }
		}
		else_if = {
			limit = { $VAR$ = flag:gazelle }
			death = { death_reason = death_gazelle }
		}
		else_if = {
			limit = { $VAR$ = flag:bison }
			death = { death_reason = death_bison }
		}
		else_if = {
			limit = { $VAR$ = flag:aurochs }
			death = { death_reason = death_aurochs }
		}
		else_if = {
			limit = { $VAR$ = flag:boar }
			death = { death_reason = death_boar }
		}
		else_if = {
			limit = { $VAR$ = flag:bear }
			death = { death_reason = death_bear }
		}
		else_if = {
			limit = { $VAR$ = flag:wolf }
			death = { death_reason = death_wolf }
		}
		else_if = {
			limit = { $VAR$ = flag:hyena }
			death = { death_reason = death_hyena }
		}
		else_if = {
			limit = { $VAR$ = flag:lynx }
			death = { death_reason = death_lynx }
		}
		else_if = {
			limit = { $VAR$ = flag:lion }
			death = { death_reason = death_lion }
		}
		else_if = {
			limit = { $VAR$ = flag:tiger }
			death = { death_reason = death_tiger }
		}
		else_if = {
			limit = { $VAR$ = flag:leopard }
			death = { death_reason = death_leopard }
		}
		else = {
			death = { death_reason = death_maimed_by_wild_beast }
		}
	}
	else = {
		death = { death_reason = death_maimed_by_wild_beast }
	}
}

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_animal_death_effect.

Events (2)

Scripted effects inside an event file (1)

  • travel_danger_events_6000_beast_duel_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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