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
If
a check the game hides
Then
Else if
One of these
$VARIABLE$ = flag:stagor
$VARIABLE$ = flag:reindeer
Then
increase_wounds_effect = { REASON = deer }
Else if
One of these
$VARIABLE$ = flag:antelopeor
$VARIABLE$ = flag:saiga
Then
increase_wounds_effect = { REASON = antelope }
Otherwise
increase_wounds_effect = { REASON = maimed_by_wild_beast }
Otherwise
increase_wounds_effect = { REASON = maimed_by_wild_beast }
• 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)
- Rampaging …
hunt.4007
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.