Scripted effect
hunt_animal_slayer_melee_opinion_effect
hunt_animal_slayer_melee_opinion_effect = yesgame/common/scripted_effects/00_hunt_effects.txt, line 2342 (83 lines). No parameters.
hunt_animal_slayer_melee_opinion_effect is a scripted effect in Crusader Kings III, written at line 2342 of its file. It takes no parameters: hunt_animal_slayer_melee_opinion_effect = yes. The game's script calls it in 1 place, among them Cornering the … (event hunt.1003). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.
What it does
If
One of these
- Has the Trait: Craven
or
or
hunt_dharmic_pacificist_trigger = yes
Then
- Opinion: Pressured with Kill (-10)
Else if
scope:host:One of these
has_activity_intent = befriend_attendee_intentor
has_activity_intent = woo_attendee_intentor
All of these
has_activity_intent = impose_obedience_intentscope:host.intent_target:NOT = { is_obedient_to = scope:host }
Then
- scope:host › Depending on has activity intent:
- When has activity intent is Befriend:
progress_towards_friend_effect = { REASON = friend_gave_hunt_kill_reason CHARACTER = scope:opinion_target OPINION = default_friend_opinion }
- When has activity intent is Seduce:
progress_towards_lover_effect = { REASON = friend_gave_hunt_kill_reason CHARACTER = scope:opinion_target OPINION = default_lover_opinion }
- When has activity intent is Impose Obedience › scope:opinion_target: Opinion: Sworn Obedience
- When has activity intent is Befriend:
• 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 (83 lines of game script)
hunt_animal_slayer_melee_opinion_effect = {
if = {
limit = {
OR = {
has_trait = craven
AND = {
NOT = { has_trait = lifestyle_hunter }
OR = {
scope:activity.var:animal_type = flag:hart
scope:activity.var:animal_type = flag:boar
}
}
hunt_dharmic_pacificist_trigger = yes
}
}
add_opinion = {
target = scope:host
modifier = hunt_forced_to_kill_opinion
opinion = -10
}
}
else_if = {
limit = {
scope:host = {
exists = intent_target
OR = {
has_activity_intent = befriend_attendee_intent
has_activity_intent = woo_attendee_intent
AND = {
has_activity_intent = impose_obedience_intent
scope:host.intent_target = { # They're not obedient to you already
NOT = { is_obedient_to = scope:host }
}
}
}
}
this = scope:host.intent_target
}
save_scope_as = opinion_target
scope:host = {
switch = {
trigger = has_activity_intent
befriend_attendee_intent = {
progress_towards_friend_effect = {
REASON = friend_gave_hunt_kill_reason
CHARACTER = scope:opinion_target
OPINION = default_friend_opinion
}
}
woo_attendee_intent = {
progress_towards_lover_effect = {
REASON = friend_gave_hunt_kill_reason
CHARACTER = scope:opinion_target
OPINION = default_lover_opinion
}
}
impose_obedience_intent = {
scope:opinion_target = {
add_opinion = {
target = scope:host
modifier = obedience_opinion
}
}
}
}
}
}
else_if = {
limit = {
OR = {
has_trait = lifestyle_hunter
has_trait = ambitious
has_trait = arrogant
has_trait = brave
}
}
add_opinion = {
target = scope:host
modifier = hunt_honored_with_kill_opinion
opinion = 10
}
}
}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_slayer_melee_opinion_effect.
Events (1)
- Cornering the …
hunt.1003
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.