CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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)

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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