Scripted effect
hunt_intent_outcome_tooltip_effect
hunt_intent_outcome_tooltip_effect = yesgame/common/scripted_effects/00_hunt_effects.txt, line 3240 (54 lines). No parameters.
hunt_intent_outcome_tooltip_effect is a scripted effect in Crusader Kings III, written at line 3240 of its file. It takes no parameters: hunt_intent_outcome_tooltip_effect = yes. The game's script calls it in 3 places, among them Bounty of the Wild (event hunt.9001), Empty-Handed (event hunt.9002) and Felling a Beast (event hunt.4004). Its body carries 11 texts 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
has_activity_intent = impose_obedience_intent
Then
Else if
has_activity_intent = woo_attendee_intent
Then
Else if
has_activity_intent = befriend_attendee_intent
Then
• 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 (54 lines of game script)
hunt_intent_outcome_tooltip_effect = {
if = { # Murder
limit = { has_activity_intent = murder_attendee_intent }
if = {
limit = {
exists = intent_target.killer
intent_target.killer = root
}
custom_tooltip = intent_murder_success_tt
}
else_if = {
limit = {
exists = intent_target.killer
intent_target.killer = { is_alive = no }
}
custom_tooltip = intent_murder_dead_tt
}
else = { custom_tooltip = intent_murder_fail_tt }
}
if = { # Impose Obedience
limit = { has_activity_intent = impose_obedience_intent }
if = {
limit = {
intent_target = { is_obedient_to = root }
}
custom_tooltip = intent_obedience_success_tt
}
else = { custom_tooltip = intent_obedience_fail_tt }
}
else_if = { # Woo
limit = { has_activity_intent = woo_attendee_intent }
if = {
limit = { has_relation_lover = intent_target }
custom_tooltip = intent_woo_success_tt
}
else_if = {
limit = { has_relation_potential_friend = intent_target }
custom_tooltip = intent_woo_potential_tt
}
else = { custom_tooltip = intent_woo_fail_tt }
}
else_if = { # Befriend
limit = { has_activity_intent = befriend_attendee_intent }
if = {
limit = { has_relation_friend = intent_target }
custom_tooltip = intent_befriend_success_tt
}
else_if = {
limit = { has_relation_potential_friend = intent_target }
custom_tooltip = intent_befriend_potential_tt
}
else = { custom_tooltip = intent_befriend_fail_tt }
}
}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_intent_outcome_tooltip_effect.
Events (3)
- Bounty of the Wild
hunt.9001 - Empty-Handed
hunt.9002 - 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.