Scripted effect
hunt_increment_murder_accident_attempt
hunt_increment_murder_accident_attempt = yesgame/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)
- An Arrow for …
hunt.1012 - Cornering the …
hunt.1003 - The Real Game
hunt.7210
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.