Scripted effect
hunt_wound_apply_effect
hunt_wound_apply_effect = { SEVERE = … }game/common/scripted_effects/00_hunt_effects.txt, line 2785 (89 lines). Parameters: $SEVERE$.
hunt_wound_apply_effect is a scripted effect in Crusader Kings III, written at line 2785 of its file. A call passes 1 parameter: SEVERE. The game's script calls it in 12 places, among them A Spear for … (event hunt.1006), A Spear for … (event hunt.1007) and Cornering the … (event hunt.1202). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.
What it does
If
scope:severe = yes
Then
- Depending on wound:
- When wound is Incapable:
add_trait_force_tooltip = incapable
- When wound is maimed:
- When wound is one eyed:
add_trait_force_tooltip = one_eyed
- When wound is one legged:
add_trait_force_tooltip = one_legged
- When wound is disfigured:
add_trait_force_tooltip = disfigured
- When wound is Incapable:
If
One of these
- Has the Trait: Severely Injured
or
Has the Trait: Brutally Mauledor
Then
add_trait_force_tooltip = wounded_3
Else if
Then
add_trait_force_tooltip = wounded_2
Otherwise
add_trait_force_tooltip = wounded_1
• 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 (89 lines of game script)
hunt_wound_apply_effect = {
if = {
limit = { has_character_flag = hunt_wound_ignored }
remove_character_flag = hunt_wound_ignored
}
save_scope_value_as = {
name = severe
value = $SEVERE$
}
if = {
limit = { scope:severe = yes }
if = {
limit = {
NOT = { scope:wound = flag:wound }
}
hidden_effect = {
change_trait_rank = {
trait = wounded
rank = 1
max = 3
}
}
}
switch = {
trigger = scope:wound
flag:wound = {
hidden_effect = {
change_trait_rank = {
trait = wounded
rank = 2
max = 3
}
}
}
flag:incapable = { add_trait_force_tooltip = incapable }
flag:maimed = { apply_maimed_trait_and_modifier_effect = yes }
flag:one_eyed = { add_trait_force_tooltip = one_eyed }
flag:one_legged = { add_trait_force_tooltip = one_legged }
flag:disfigured = { add_trait_force_tooltip = disfigured }
flag:none = {}
}
}
else = {
hidden_effect = {
change_trait_rank = {
trait = wounded
rank = 1
max = 3
}
}
}
# Tooltips see the pre-change rank
# Unwrapped add_trait_force_tooltip would apply the new rank a second time
show_as_tooltip = {
if = {
limit = {
OR = {
has_trait = wounded_2
has_trait = wounded_3
AND = {
has_trait = wounded_1
scope:severe = yes
exists = scope:wound
scope:wound = flag:wound
}
}
}
add_trait_force_tooltip = wounded_3
}
else_if = {
limit = {
OR = {
has_trait = wounded_1
AND = {
scope:severe = yes
exists = scope:wound
scope:wound = flag:wound
}
}
}
add_trait_force_tooltip = wounded_2
}
else = { add_trait_force_tooltip = wounded_1 }
}
add_character_flag = {
flag = recent_hunt_wound
weeks = 1
}
}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_wound_apply_effect.
Events (9)
- A Spear for …
hunt.1006 - A Spear for …
hunt.1007 - Cornering the …
hunt.1202 - Defying Gravity
hunt.7020 - Not Quite Alone
hunt.1081 - Rampaging …
hunt.4900
3 more
- The Kill
hunt.1200 - Troublesome Terrain
hunt.4014 - Troublesome Terrain
hunt.4911
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.