Scripted effect
hunt_complete_remove_sightings_effect
hunt_complete_remove_sightings_effect = yesgame/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:hostOne 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)
- Bounty of the Wild
hunt.9001 - Empty-Handed
hunt.9002
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.