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

hunt_animal_melee_kill_group_effect

hunt_animal_melee_kill_group_effect = { DEATH = … VAR = … }

game/common/scripted_effects/00_hunt_effects.txt, line 1688 (177 lines). Parameters: $DEATH$, $VAR$.

hunt_animal_melee_kill_group_effect is a scripted effect in Crusader Kings III, written at line 1688 of its file. A call passes 2 parameters: DEATH and VAR. The game's script calls it in 2 places, among them Cornering the … (event hunt.1003) 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

  • hunt_animal_kill_effect = { DEATH = $DEATH$ VAR = $VAR$ }
  • scope:activity › Every Participant:
  • One random in list:
  • 1 of 4 things will happen:
    • 37% – The beast is captured › scope:activity › Activity log entry › Every Participant: Gain 8.33–50 Prestige
    • 37% – The beast is slain › scope:activity › Activity log entry › Every Participant: Gain 8.33–50 Prestige
    • 19% – ...but wounds someone (base chance; changed in play):
      • scope:activity › Activity log entry › Every Participant: Gain 4.17–25 Prestige
      • A random Participant is injured
    • 7% – ...but kills someone (base chance; changed in play): A random Participant dies
  • scope:activity › Every attending character:
    • Where: Is played by a person
    • Event hunt.1202

• 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_group_effect = {
	save_scope_as = group_kill
	hunt_animal_kill_effect = { DEATH = $DEATH$ VAR = $VAR$ }
	scope:activity ?=  {
		# Determine who is slaying
		every_attending_character = {
			limit = {
				is_alive = yes
				NOT = { has_character_flag = not_slaying }
				can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
				trigger_if = {
					limit = { exists = scope:group_craven }
					this != scope:host
				}
			}
			custom = hunt_every_hunter_tt
			add_to_list = animal_slayers
			hunter_progress_point_gain_effect = { CHANGE = 1 RANDOM_CHANGE = 1 } #Gives Hunter Lifestyle XP
		}
	}
	# Determine who could be wounded
	random_in_list = {
		list = animal_slayers
		weight = {
			base = 20
			hunt_likely_injured_modifiers = yes
		}
		save_scope_as = injury_target
		hunt_wound_select_effect = yes
	}
	# Outcome
	random_list = {
		50 = { # Animal is captured
			trigger = { exists = scope:group_capture }
			desc = hunt_kill_success_capture
			scope:activity ?= {
				add_activity_log_entry = {
					key = hunt_melee_capture_log
					score = 75
					tags = { kill }
					character = scope:animal_slayer

					# Effect
					every_in_list = {
						list = animal_slayers
						custom = hunt_every_hunter_tt
						add_prestige = hunt_prestige_melee_group_value
					}
				}
			}
			save_scope_as = group_success
		}
		50 = { # Animal is slain
			trigger = {
				NOT = { exists = scope:group_capture }
			}
			desc = hunt_kill_success_melee
			scope:activity ?= {
				add_activity_log_entry = {
					key = hunt_melee_group_log
					score = 75
					tags = { kill }
					character = scope:animal_slayer

					# Effect
					every_in_list = {
						list = animal_slayers
						custom = hunt_every_hunter_tt
						add_prestige = hunt_prestige_melee_group_value
					}
				}
			}
			save_scope_as = group_success
		}
		25 = { # ...but someone is injured
			desc = hunt_kill_failure_melee_group
			modifier = { add = hunt_melee_kill_prowess_value }
			modifier = {
				hunt_small_game_trigger = { VAR = $VAR$ }
				factor = 0.1
			}
			modifier = { add = hunt_melee_danger_value }
			# Effect
			hidden_effect = {
				scope:injury_target = {
					if = { # Big animal injure big
						limit = {
							hunt_animal_type_dangerous_trigger = { VAR = $VAR$ }
						}
						hunt_wound_apply_effect = { SEVERE = yes }
					}
					else = { # Smol animal injure smol
						hunt_wound_apply_effect = { SEVERE = no }
					}
				}
			}
			scope:activity ?= {
				add_activity_log_entry = {
					key = hunt_melee_group_log
					score = 75
					tags = { kill }
					character = scope:animal_slayer

					# Effect
					every_in_list = {
						list = animal_slayers
						custom = hunt_every_hunter_tt
						add_prestige = hunt_prestige_melee_wound_group_value
					}
				}
				hidden_effect = {
					add_activity_log_entry = {
						key = hunt_melee_group_wounded_log
						score = 75
						tags = { kill }
						character = scope:injury_target
						scope:injury_target = { hunt_wound_tooltip_effect = yes }
					}
				}
			}

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

The first 120 of its 177 lines; the rest is in game/common/scripted_effects/00_hunt_effects.txt from line 1688.

Where it is used

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

Events (2)

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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