Scripted effect
hunt_no_pelt_effect
hunt_no_pelt_effect = yesgame/common/scripted_effects/00_hunt_effects.txt, line 3482 (7 lines). No parameters.
hunt_no_pelt_effect is a scripted effect in Crusader Kings III, written at line 3482 of its file. It takes no parameters: hunt_no_pelt_effect = yes. The game's script calls it in 5 places, among them Cornering the … (event hunt.1003), Laying in Wait (event hunt.1032) and The … … (event hunt_mystical_animal.9001). 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 have a Royal Court: Pelt trophy Artifact will not be available
• 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 (7 lines of game script)
hunt_no_pelt_effect = {
if = {
limit = { has_royal_court = yes }
custom_tooltip = hunt_pelt_damaged_tt
scope:activity = { set_variable = pelt_damaged }
}
}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_no_pelt_effect.
Events (5)
- Cornering the …
hunt.1003 - Laying in Wait
hunt.1032 - The … …
hunt_mystical_animal.9001 - The Kill
hunt.1200 - The Shot
hunt.4001
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.