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.