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

hunt_complete_remove_sightings_effect

hunt_complete_remove_sightings_effect = yes

game/common/scripted_effects/00_hunt_effects.txt, line 3633 (42 lines). No parameters.

hunt_complete_remove_sightings_effect is a scripted effect in Crusader Kings III, written at line 3633 of its file. It takes no parameters: hunt_complete_remove_sightings_effect = yes. The game's script calls it in 2 places, among them Bounty of the Wild (event hunt.9001) and Empty-Handed (event hunt.9002). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.

What it does

  • scope:activity:
    • If

      • activity_location.county.var:sighting_owner ?= scope:host
      • One of these

        • All of these

          • has_activity_option = { category = special_type option = hunt_type_standard }
          • activity_location.county = { … }
        • or

          All of these

          • has_activity_option = { category = special_type option = hunt_type_falconry }
          • activity_location.county = { has_county_modifier = hunt_sighting_falconry_modifier }

      Then

      • activity_location.county = { hunt_remove_sighting_effect = yes }

      Else if

      • has_activity_option = { category = special_type option = hunt_type_legendary }

      Then

      • activity_location.county = { … }

• 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 (42 lines of game script)
hunt_complete_remove_sightings_effect = { # Remove sightings
	scope:activity = {
		if = {
			limit = {
				activity_location.county.var:sighting_owner ?= scope:host
				OR = {
					# Standard/dangerous
					AND = {
						has_activity_option = { category = special_type option = hunt_type_standard }
						activity_location.county = {
							OR = {
								has_county_modifier = hunt_sighting_standard_modifier
								has_county_modifier = hunt_sighting_dangerous_modifier
							}
						}
					}
					# Falconry
					AND = {
						has_activity_option = { category = special_type option = hunt_type_falconry }
						activity_location.county = { has_county_modifier = hunt_sighting_falconry_modifier }
					}
				}
			}
			# Remove sighting and trackers
			activity_location.county = { hunt_remove_sighting_effect = yes }
		}
		else_if = {
			limit = {
				has_activity_option = { category = special_type option = hunt_type_legendary }
				NOT = { exists = var:hunt_4013 } # Sighting already created
			}
			# Create new sighting
			activity_location.county = {
				hunt_create_sighting_effect = {
					TYPE = legendary
					ANIMAL = scope:activity.var:animal_type
					OWNER = scope:host
				}
			}
		}
	}
}

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_complete_remove_sightings_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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