Scripted effect
hunt_animal_slayer_memory_effect
hunt_animal_slayer_memory_effect = yesgame/common/scripted_effects/00_hunt_effects.txt, line 3768 (30 lines). No parameters.
hunt_animal_slayer_memory_effect is a scripted effect in Crusader Kings III, written at line 3768 of its file. It takes no parameters: hunt_animal_slayer_memory_effect = yes. The game's script calls it in 2 places, among them hunt_animal_bow_kill_effect (scripted effect) and hunt_animal_melee_kill_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.
What it does
If
scope:activity.var:hunt_success ?= flag:yes
Then
create_character_memory = { … }- One memory, picked in order:
memory_type = hunt_animal_slayer_memory
• 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 (30 lines of game script)
hunt_animal_slayer_memory_effect = {
if = {
limit = {
is_alive = yes
scope:activity.var:hunt_success ?= flag:yes
exists = scope:activity.var:kill_animal_type
}
create_character_memory = {
type = hunt_animal_slayer_memory
participants = {
animal_slayer = scope:animal_slayer
host = scope:host
}
}
ordered_memory = {
memory_type = hunt_animal_slayer_memory
order_by = memory_creation_date
save_scope_as = new_memory
set_variable = {
name = animal_type
value = scope:activity.var:kill_animal_type
}
set_variable = {
name = location
value = scope:activity.activity_location
}
}
}
}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_memory_effect.
Scripted effects (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.