Scripted effect
hunt_animal_melee_kill_effect
hunt_animal_melee_kill_effect = { DEATH = … VAR = … }game/common/scripted_effects/00_hunt_effects.txt, line 1500 (187 lines). Parameters: $DEATH$, $VAR$.
hunt_animal_melee_kill_effect is a scripted effect in Crusader Kings III, written at line 1500 of its file. A call passes 2 parameters: DEATH and VAR. The game's script calls it in 4 places, among them Cornering the … (event hunt.1003), Rampaging … (event hunt.4007) and Rampaging … (event hunt.4900). Its body carries 1 text 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
hunt_animal_kill_effect = { DEATH = $DEATH$ VAR = $VAR$ }hunter_progress_point_gain_effect = { CHANGE = 3 RANDOM_CHANGE = 1 }- scope:activity › One random attending character:
hunt_wound_select_effect = yes
hunt_wound_select_effect = yesduel = { … }scope:animal_slayer:If
has_activity_intent = slay_beast_intent
Then
complete_activity_intent = yes
hunt_complete_slay_beast_intent_effect = yes
- scope:activity › Every attending character:
- Where: Is played by a person
- Event hunt.1201
• 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_melee_kill_effect = {
save_scope_as = melee_kill
play_sound_effect = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ConstructionKits/ep2_event_grand_hunt_ck_spear_impact"
hunt_animal_kill_effect = { DEATH = $DEATH$ VAR = $VAR$ }
hunter_progress_point_gain_effect = { CHANGE = 3 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
}
}
save_scope_as = injury_target
hunt_wound_select_effect = yes
duel = {
skill = prowess
value = hunt_melee_kill_prowess_value
50 = {
desc = hunt_kill_success_melee
hunt_kill_melee_modifiers = yes # SPEAR
hunt_kill_hunter_modifiers = yes # HUNTER
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
}
add_prowess_skill = 1
add_martial_skill = 1
}
send_interface_toast = {
title = {
first_valid = {
triggered_desc = {
trigger = { scope:animal_slayer ?= root }
desc = hunt_kill_success_melee_root
}
desc = hunt_kill_success_melee_guest
}
}
left_icon = scope:animal_slayer
scope:activity ?= {
add_activity_log_entry = {
key = hunt_melee_log
tags = { kill }
score = 100
character = scope:animal_slayer
#Effect
scope:animal_slayer ?= {
add_prestige = hunt_prestige_melee_value
# Complete activity intent if relevant
if = {
limit = {
AND = {
scope:hunt_kill_death_chance = flag:yes
NOT = {
hunt_small_game_trigger = { VAR = $VAR$ }
}
}
}
hunt_animal_slayer_memory_effect = yes
}
}
}
}
}
save_scope_as = melee_success
}
1 = { # Injury
desc = hunt_kill_failure_melee
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = 5
}
modifier = {
hunt_small_game_trigger = { VAR = $VAR$ }
factor = 0.05
}
modifier = { add = hunt_melee_danger_value }
# Effect
hidden_effect = {
scope:injury_target = {
if = {
limit = {
hunt_animal_type_dangerous_trigger = { VAR = $VAR$ }
}
hunt_wound_apply_effect = { SEVERE = yes }
}
else = {
hunt_wound_apply_effect = { SEVERE = no }
}
}
}
scope:activity ?= {
add_activity_log_entry = {
key = hunt_melee_log
tags = { kill }
score = 100
character = scope:animal_slayer
#Effects
scope:animal_slayer ?= {
add_prestige = hunt_prestige_melee_wound_value
# Complete activity intent if relevant
if = {
limit = {
AND = {
scope:hunt_kill_death_chance = flag:yes
NOT = {
hunt_small_game_trigger = { VAR = $VAR$ }
}
}
}
hunt_animal_slayer_memory_effect = yes
}
}As written in game/common/scripted_effects/00_hunt_effects.txt.
The first 120 of its 187 lines; the rest is in game/common/scripted_effects/00_hunt_effects.txt from line 1500.
Where it is used
Every place in common/, events/ and history/ that calls hunt_animal_melee_kill_effect.
Events (4)
- Cornering the …
hunt.1003 - Rampaging …
hunt.4007 - Rampaging …
hunt.4900 - The … …
hunt.4017
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.