Scripted effect
hunt_create_trophy_effect
hunt_create_trophy_effect = yesgame/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 = rootAs 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.