Scripted effect
hunt_individual_guest_awards_effect
hunt_individual_guest_awards_effect = yesgame/common/scripted_effects/00_hunt_effects.txt, line 982 (199 lines). No parameters.
hunt_individual_guest_awards_effect is a scripted effect in Crusader Kings III, written at line 982 of its file. It takes no parameters: hunt_individual_guest_awards_effect = yes. The game's script calls it in 4 places, among them Bounty of the Wild (event hunt.9001), Empty-Handed (event hunt.9002) 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
a check the game hides
Then
If
a check the game hides
Then
If
scope:activity.var:hunt_success ?= flag:yes
Then
- Stress and fulfillment impact: -40, and by trait: Lazy -30, Gregarious -30, Hunter -40, Shy +40
Otherwise
- Stress and fulfillment impact: -30, and by trait: Lazy -15, Gregarious -15, Hunter -30, Shy +40
Otherwise
If
scope:activity.var:hunt_success ?= flag:yes
Then
- Stress and fulfillment impact: -40, and by trait: Lazy -30, Gregarious -30, Shy +40
Otherwise
- Stress and fulfillment impact: -30, and by trait: Lazy -15, Gregarious -15, Shy +40
Otherwise
If
scope:activity.var:hunt_success ?= flag:yes
Then
- Stress and fulfillment impact: -30, and by trait: Lazy -15, Gregarious -15, Hunter -30, Shy +20
Otherwise
- Stress and fulfillment impact: -15, and by trait: Lazy -5, Gregarious -5, Hunter -15, Shy +20
If
- Is an Adult
If
scope:activity:NOT = { has_activity_option = { category = special_type option = hunt_type_falconry } }
Then
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
Then
If
- Government is Nomadic
scope:activity:- Hunt success is yes
hunt_animal_type_dangerous_trigger = { VAR = var:animal_type }
Then
add_prowess_skill = 1
If
scope:activity:has_activity_option = { category = special_type option = hunt_type_falconry }
Then
hunter_lifestyle_rank_up_check_effect = { FALCONRY = yes }
Otherwise
hunter_lifestyle_rank_up_check_effect = { FALCONRY = no }
- If has the Trait: Hastiluder:
If
scope:activity:NOT = { has_activity_option = { category = special_type option = hunt_type_falconry } }NOT = { hunt_story_trigger = { STORY = chase } }
Then
- Hastiluder (horse) experience changes
If
One of these
hunt_story_trigger = { STORY = ambush }or
hunt_story_trigger = { STORY = stealth }
Then
- Hastiluder (bow) experience changes
If
scope:activity:has_activity_option = { category = special_type option = hunt_type_legendary }
Then
Otherwise
If
None of these
- Any memory:
has_memory_type = hunt_animal_slayer_memorymemory_participant:animal_slayer = scope:hunter_tempmemory_participant:host = scope:host- Memory age years less than 1
- Any memory:
Then
create_character_memory = { … }
• 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 (120 lines of game script)
hunt_individual_guest_awards_effect = {
# If character had the reduce stress intent, give them stress loss
if = { # Hosts
limit = { this = scope:host }
if = { # To hide hunter tooltip for guests
limit = { has_character_flag = host_existing_hunter }
if = {
limit = { scope:activity.var:hunt_success ?= flag:yes }
stress_and_fulfillment_impact = {
base = major_stress_loss
lazy = medium_stress_impact_loss
gregarious = medium_stress_impact_loss
lifestyle_hunter = major_stress_loss
shy = medium_stress_impact_gain
}
}
else = {
stress_and_fulfillment_impact = {
base = medium_stress_impact_loss
lazy = minor_stress_impact_loss
gregarious = minor_stress_impact_loss
lifestyle_hunter = medium_stress_impact_loss
shy = medium_stress_impact_gain
}
}
}
else = {
if = {
limit = { scope:activity.var:hunt_success ?= flag:yes }
stress_and_fulfillment_impact = {
base = major_stress_loss
lazy = medium_stress_impact_loss
gregarious = medium_stress_impact_loss
shy = medium_stress_impact_gain
}
}
else = {
stress_and_fulfillment_impact = {
base = medium_stress_impact_loss
lazy = minor_stress_impact_loss
gregarious = minor_stress_impact_loss
shy = medium_stress_impact_gain
}
}
}
}
else = { # Guests
if = {
limit = { scope:activity.var:hunt_success ?= flag:yes }
stress_and_fulfillment_impact = {
base = medium_stress_impact_loss
lazy = minor_stress_impact_loss
gregarious = minor_stress_impact_loss
lifestyle_hunter = medium_stress_impact_loss
shy = minor_stress_impact_gain
}
}
else = {
stress_and_fulfillment_impact = {
base = minor_stress_impact_loss
lazy = miniscule_stress_impact_loss
gregarious = miniscule_stress_impact_loss
lifestyle_hunter = minor_stress_impact_loss
shy = minor_stress_impact_gain
}
}
}
# Prestige/piety
if = {
limit = {
this != scope:host
is_adult = yes
trigger_if = {
limit = {
scope:activity = {
NOT = {
has_activity_option = { category = special_type option = hunt_type_falconry }
}
}
}
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
}
}
if = {
limit = {
culture = { has_cultural_parameter = sacred_hunts }
}
add_prestige = hunt_prestige_with_piety_guest_gain_value
add_piety = hunt_piety_guest_gain_value
}
else = { add_prestige = hunt_prestige_guest_gain_value }
}
# Nomads gain prowess from dangerous animal kills
if = {
limit = {
NOT = { this = scope:host }
government_has_flag = government_is_nomadic
scope:activity = {
var:hunt_success ?= flag:yes
NOT = { exists = var:animal_spared }
hunt_animal_type_dangerous_trigger = { VAR = var:animal_type }
}
}
add_prowess_skill = 1
}
# Trait XP
# Only called on the end of a *successful* hunt. Hunts which are interrupted due to death, imprisonment, etc., don't get this, so put critical clean-up stuff in the activity itself.
if = {
limit = {
scope:activity = {
has_activity_option = { category = special_type option = hunt_type_falconry }
}
}
hunter_lifestyle_rank_up_check_effect = { FALCONRY = yes }
}
else = {
hunter_lifestyle_rank_up_check_effect = { FALCONRY = no }
}
# Tourney
if = {As written in game/common/scripted_effects/00_hunt_effects.txt.
The first 120 of its 199 lines; the rest is in game/common/scripted_effects/00_hunt_effects.txt from line 982.
Where it is used
Every place in common/, events/ and history/ that calls hunt_individual_guest_awards_effect.
Events (3)
- Bounty of the Wild
hunt.9001 - Empty-Handed
hunt.9002 - Felling a Beast
hunt.4004
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.