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

hunt_increment_murder_accident_attempt

hunt_increment_murder_accident_attempt = yes

game/common/scripted_effects/00_hunt_effects.txt, line 3391 (22 lines). No parameters.

hunt_increment_murder_accident_attempt is a scripted effect in Crusader Kings III, written at line 3391 of its file. It takes no parameters: hunt_increment_murder_accident_attempt = yes. The game's script calls it in 3 places, among them An Arrow for … (event hunt.1012), Cornering the … (event hunt.1003) and The Real Game (event hunt.7210). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.

What it does

  • If

    a check the game hides

    Then

    • People are more cautious after the last "hunting accident"

• 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 (22 lines of game script)
hunt_increment_murder_accident_attempt = {
	if = {
		limit = { exists = var:hunt_murder_accident_attempt }
		change_variable = {
			name = hunt_murder_accident_attempt
			add = 1
		}
		set_variable = {
			name = hunt_murder_accident_attempt
			value = var:hunt_murder_accident_attempt
			years = 10
		}
		custom_tooltip = hunt_attempted_accident_murder_tt
	}
	else = {
		set_variable = {
			name = hunt_murder_accident_attempt
			value = 1
			years = 10
		}
	}
}

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_increment_murder_accident_attempt.

Events (3)

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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