Scripted effect
hunt_falconry_select_waterfowl_effect
hunt_falconry_select_waterfowl_effect = { PROVINCE = … VAR = … }game/common/scripted_effects/00_hunt_effects.txt, line 821 (56 lines). Parameters: $PROVINCE$, $VAR$.
hunt_falconry_select_waterfowl_effect is a scripted effect in Crusader Kings III, written at line 821 of its file. A call passes 2 parameters: PROVINCE and VAR. The game's script calls it in 2 places, among them Chasing … (event hunt.0530) and hunt_activity_falconry_game_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.
What it does
- 1 of 3 things will happen:
- 20% (base chance; changed in play): Nothing else happens
- 40% (base chance; changed in play): Nothing else happens
- 40% (base chance; changed in play): Nothing else happens
• 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 (56 lines of game script)
hunt_falconry_select_waterfowl_effect = {
random_list = {
5 = { # Swan
trigger = {
$PROVINCE$ = {
NOT = { geographical_region = world_africa }
}
}
modifier = {
factor = 2
$PROVINCE$ = {
OR = {
terrain = oasis
terrain = wetlands
terrain = floodplains
is_riverside_province = yes
}
}
}
modifier = {
factor = 2
$PROVINCE$.county.holder.top_liege = { employs_court_position = keeper_of_swans_court_position }
}
set_variable = { name = $VAR$ value = flag:swan years = 3 }
}
10 = { # Goose
modifier = {
factor = 0.5
$PROVINCE$ = {
OR = {
terrain = desert
terrain = desert_mountains
terrain = jungle
terrain = drylands
}
}
}
set_variable = { name = $VAR$ value = flag:goose years = 3 }
}
10 = { # Duck
modifier = {
factor = 2
$PROVINCE$ = {
OR = {
terrain = oasis
terrain = wetlands
terrain = floodplains
is_riverside_province = yes
}
}
}
set_variable = { name = $VAR$ value = flag:duck years = 3 }
}
}
}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_falconry_select_waterfowl_effect.
Events (1)
- Chasing …
hunt.0530
Scripted effects (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.