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

hunt_individual_guest_awards_effect

hunt_individual_guest_awards_effect = yes

game/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

    Then

  • If

    Then

    • add_prowess_skill = 1
  • If

    • scope:activity:
      • has_activity_option = { category = special_type option = hunt_type_falconry }

    Then

    Otherwise

  • If has the Trait: Hastiluder:
  • If

    • scope:activity:
      • has_activity_option = { category = special_type option = hunt_type_legendary }

    Then

  • If

    • None of these

      • Any memory:
        • has_memory_type = hunt_animal_slayer_memory
        • memory_participant:animal_slayer = scope:hunter_temp
        • memory_participant:host = scope:host
        • Memory age years less than 1

    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)

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.

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