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

hunt_animal_kill_effect

hunt_animal_kill_effect = { DEATH = … VAR = … }

game/common/scripted_effects/00_hunt_effects.txt, line 1478 (21 lines). Parameters: $DEATH$, $VAR$.

hunt_animal_kill_effect is a scripted effect in Crusader Kings III, written at line 1478 of its file. A call passes 2 parameters: DEATH and VAR. The game's script calls it in 3 places, among them hunt_animal_bow_kill_effect (scripted effect), hunt_animal_melee_kill_effect (scripted effect) and hunt_animal_melee_kill_group_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (21 lines of game script)
hunt_animal_kill_effect = {
	save_scope_as = animal_slayer
	play_sound_effect = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ConstructionKits/ep2_event_grand_hunt_ck_spear_impact"
	# Is it possible to die?
	save_scope_value_as = {
		name = hunt_kill_death_chance
		value = flag:$DEATH$
	}

	# Determine what is slayed
	scope:activity = {
		set_variable = {
			name = kill_animal_type
			value = $VAR$
		}
		set_variable = {
			name = animal_slayer
			value = scope:animal_slayer
		}
	}
}

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_kill_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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