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

hunt_animal_wound_effect

hunt_animal_wound_effect = { VARIABLE = … }

game/common/scripted_effects/00_hunt_effects.txt, line 1182 (85 lines). Parameters: $VARIABLE$.

hunt_animal_wound_effect is a scripted effect in Crusader Kings III, written at line 1182 of its file. A call passes 1 parameter: VARIABLE. The game's script calls it in 2 places, among them Rampaging … (event hunt.4007) and travel_danger_events_6000_beast_duel_effect (local effect). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.

What it does

• 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 (85 lines of game script)
hunt_animal_wound_effect = {
	if = {
		limit = { exists = $VARIABLE$ }
		if = {
			limit = { $VARIABLE$ = flag:elk }
			increase_wounds_effect = { REASON = moose }
		}
		else_if = {
			limit = { $VARIABLE$ = flag:hart }
			increase_wounds_effect = { REASON = hart }
		}
		else_if = {
			limit = {
				OR = {
					$VARIABLE$ = flag:stag
					$VARIABLE$ = flag:reindeer
				}
			}
			increase_wounds_effect = { REASON = deer }
		}
		else_if = {
			limit = { $VARIABLE$ = flag:roe }
			increase_wounds_effect = { REASON = roe }
		}
		else_if = {
			limit = {
				OR = {
					$VARIABLE$ = flag:antelope
					$VARIABLE$ = flag:saiga
				}
			}
			increase_wounds_effect = { REASON = antelope }
		}
		else_if = {
			limit = { $VARIABLE$ = flag:gazelle }
			increase_wounds_effect = { REASON = gazelle }
		}
		else_if = {
			limit = { $VARIABLE$ = flag:bison }
			increase_wounds_effect = { REASON = bison }
		}
		else_if = {
			limit = { $VARIABLE$ = flag:aurochs }
			increase_wounds_effect = { REASON = aurochs }
		}
		else_if = {
			limit = { $VARIABLE$ = flag:boar }
			increase_wounds_effect = { REASON = boar }
		}
		else_if = {
			limit = { $VARIABLE$ = flag:bear }
			increase_wounds_effect = { REASON = bear }
		}
		else_if = {
			limit = { $VARIABLE$ = flag:wolf }
			increase_wounds_effect = { REASON = wolf }
		}
		else_if = {
			limit = { $VARIABLE$ = flag:hyena }
			increase_wounds_effect = { REASON = hyena }
		}
		else_if = {
			limit = { $VARIABLE$ = flag:lynx }
			increase_wounds_effect = { REASON = lynx }
		}
		else_if = {
			limit = { $VARIABLE$ = flag:lion }
			increase_wounds_effect = { REASON = lion }
		}
		else_if = {
			limit = { $VARIABLE$ = flag:tiger }
			increase_wounds_effect = { REASON = tiger }
		}
		else_if = {
			limit = { $VARIABLE$ = flag:leopard }
			increase_wounds_effect = { REASON = leopard }
		}
		else = {
			increase_wounds_effect = { REASON = maimed_by_wild_beast }
		}
	}
	else = {
		increase_wounds_effect = { REASON = maimed_by_wild_beast }
	}
}

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_wound_effect.

Events (1)

Scripted effects inside an event file (1)

  • travel_danger_events_6000_beast_duel_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.

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