Scripted effect
hunt_gift_trophy_opinion_effect
hunt_gift_trophy_opinion_effect = { RECIPIENT = … }game/common/scripted_effects/00_hunt_effects.txt, line 3560 (72 lines). Parameters: $RECIPIENT$.
hunt_gift_trophy_opinion_effect is a scripted effect in Crusader Kings III, written at line 3560 of its file. A call passes 1 parameter: RECIPIENT. The game's script calls it in 2 places, among them Bounty of the Wild (event hunt.9001) and Felling a Beast (event hunt.4004). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.
What it does
If
$RECIPIENT$ != scope:host
Then
Else if
scope:activity:has_activity_option = { category = special_type option = hunt_type_legendary }
Then
Else if
$RECIPIENT$ = { is_adult = yes }scope:newly_created_artifact:One of these
artifact_type = animal_trinketor
artifact_type = bird_feather
NOT = { hunt_animal_type_predator_trigger = { VAR = scope:activity.var:animal_type } }
Then
Else if
$RECIPIENT$ = { is_adult = yes }scope:newly_created_artifact:hunt_activity_large_game_trigger = { VAR = var:animal_type }
Then
Otherwise
• 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 (72 lines of game script)
hunt_gift_trophy_opinion_effect = {
if = {
limit = {
$RECIPIENT$ != scope:host
}
if = {
limit = {
hunt_dharmic_pacificist_trigger = yes
}
add_opinion = {
target = scope:host
modifier = hunt_dharmic_mercy_opinion
opinion = -10
}
}
else_if = {
limit = {
scope:activity = {
has_activity_option = { category = special_type option = hunt_type_legendary }
}
}
activity_improve_relations_intent_effect = {
CHARACTER = scope:host
REASON = friend_gave_hunt_trophy_reason
OPINION = 20
MODIFIER = hunt_gifted_trophy_opinion
}
}
else_if = {
limit = {
$RECIPIENT$ = { is_adult = yes }
scope:newly_created_artifact = {
OR = {
artifact_type = animal_trinket
artifact_type = bird_feather
}
}
NOT = {
hunt_animal_type_predator_trigger = { VAR = scope:activity.var:animal_type }
}
}
activity_improve_relations_intent_effect = {
CHARACTER = scope:host
REASON = friend_gave_hunt_trophy_reason
OPINION = 5
MODIFIER = hunt_gifted_trophy_opinion
}
}
else_if = {
limit = {
$RECIPIENT$ = { is_adult = yes }
scope:newly_created_artifact = {
hunt_activity_large_game_trigger = { VAR = var:animal_type }
}
}
activity_improve_relations_intent_effect = {
CHARACTER = scope:host
REASON = friend_gave_hunt_trophy_reason
OPINION = 15
MODIFIER = hunt_gifted_trophy_opinion
}
}
else = {
activity_improve_relations_intent_effect = {
CHARACTER = scope:host
REASON = friend_gave_hunt_trophy_reason
OPINION = 10
MODIFIER = hunt_gifted_trophy_opinion
}
}
}
}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_gift_trophy_opinion_effect.
Events (2)
- Bounty of the Wild
hunt.9001 - Felling a Beast
hunt.4004
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.