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

hunt_create_trophy_effect

hunt_create_trophy_effect = yes

game/common/scripted_effects/00_hunt_effects.txt, line 3878 (136 lines). No parameters.

hunt_create_trophy_effect is a scripted effect in Crusader Kings III, written at line 3878 of its file. It takes no parameters: hunt_create_trophy_effect = yes. The game's script calls it in 1 place, among them Hunt (activity). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (120 lines of game script)
hunt_create_trophy_effect = {
	# Scopes for artifact loc
	if = {
		limit = {
			NOT = { exists = scope:animal_slayer }
		}
		if = {
			limit = { exists = scope:credit_taker }
			scope:credit_taker = { save_scope_as = animal_slayer }
		}
		else = {
			scope:host = { save_scope_as = animal_slayer }
		}
	}
	# Create trophy artifact
	hidden_effect = {
		random_list = {
			100 = { # Create Skull
				trigger = {
					has_royal_court = yes
					exists = scope:activity.var:animal_type
					can_animal_produce_skull_trigger = { VARIABLE = scope:activity.var:animal_type }
					scope:activity = {
						NOR = {
							AND = {
								hunt_activity_deer_game_trigger = { VAR = var:animal_type }
								exists = scope:activity.var:female_quarry
							}
							exists = var:skull_damaged
							has_activity_option = { category = special_type option = hunt_type_falconry }
						}
					}
				}
				modifier = { # Already have one of the same
					factor = 0.5
					any_character_artifact = {
						artifact_type = animal_skull
						exists = var:animal_type
						var:animal_type = scope:activity.var:animal_type
					}
				}
				create_artifact_wall_skull_effect = {
					OWNER = root
					HUNTER = scope:animal_slayer
					LEGENDARY = no
					ANIMAL = scope:activity.var:animal_type
				}
			}
			100 = { # Create Hide
				trigger = {
					has_royal_court = yes
					exists = scope:activity.var:animal_type
					scope:activity = {
						NOR = {
							exists = scope:activity.var:pelt_damaged
							has_activity_option = { category = special_type option = hunt_type_falconry }
						}
					}
				}
				modifier = { # Already have one
					factor = 0.5
					trigger_if = {
						limit = {
							hunt_hide_big_trigger = { VARIABLE = scope:activity.var:animal_type }
						}
						any_character_artifact = {
							artifact_type = animal_hide_big
							exists = var:animal_type
							var:animal_type = scope:activity.var:animal_type
						}
					}
					trigger_else = {
						any_character_artifact = {
							artifact_type = animal_hide
							exists = var:animal_type
							var:animal_type = scope:activity.var:animal_type
						}
					}
				}
				create_artifact_animal_hide_effect = {
					OWNER = root
					HUNTER = scope:animal_slayer
					LEGENDARY = no
					ANIMAL = scope:activity.var:animal_type
				}
			}
			5 = { # Create Trinket
				trigger = {
					scope:activity = { # Must be hare if Falconry
						trigger_if = {
							limit = {
								has_activity_option = { category = special_type option = hunt_type_falconry }
							}
							var:animal_type = flag:hare
						}
						NAND = {
							hunt_activity_deer_game_trigger = { VAR = var:animal_type }
							exists = scope:activity.var:female_quarry
						}
						NOT = {
							has_activity_option = { category = special_type option = hunt_type_falconry }
						}
					}
				}
				create_artifact_animal_trinket_effect = {
					OWNER = root
					HUNTER = scope:animal_slayer
					LEGENDARY = no
					ANIMAL = scope:activity.var:animal_type
				}
			}
			5 = { # Create Feather
				trigger = {
					scope:activity = {
						has_activity_option = { category = special_type option = hunt_type_falconry }
					}
					NOT = { scope:activity.var:animal_type = flag:hare }
				}
				create_artifact_bird_feather_effect = {
					OWNER = root

As written in game/common/scripted_effects/00_hunt_effects.txt.

The first 120 of its 136 lines; the rest is in game/common/scripted_effects/00_hunt_effects.txt from line 3878.

Where it is used

Every place in common/, events/ and history/ that calls hunt_create_trophy_effect.

Activities (1)

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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