CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

hunt_no_skull_effect

hunt_no_skull_effect = yes

game/common/scripted_effects/00_hunt_effects.txt, line 3490 (7 lines). No parameters.

hunt_no_skull_effect is a scripted effect in Crusader Kings III, written at line 3490 of its file. It takes no parameters: hunt_no_skull_effect = yes. The game's script calls it in 2 places, among them A Fawning … (event hunt.5010) and Cornering the … (event hunt.1003). 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

• 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_skull_effect = {
	if = {
		limit = { has_royal_court = yes }
		custom_tooltip = hunt_skull_damaged_tt
		scope:activity = { set_variable = skull_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_skull_effect.

Events (2)

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.

Spotted a mistake on this page?