Scripted effect
hunt_wound_tooltip_effect
hunt_wound_tooltip_effect = yesgame/common/scripted_effects/00_hunt_effects.txt, line 2875 (29 lines). No parameters.
hunt_wound_tooltip_effect is a scripted effect in Crusader Kings III, written at line 2875 of its file. It takes no parameters: hunt_wound_tooltip_effect = yes. The game's script calls it in 8 places, among them Not Quite Alone (event hunt.1081), Rampaging … (event hunt.4900) and The Kill (event hunt.1201). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.
What it does
- If has the Trait: Brutally Mauled:
add_trait_force_tooltip = wounded_3
- Else, if has the Trait: Severely Injured:
add_trait_force_tooltip = wounded_2
- Else, if has the Trait: Wounded:
add_trait_force_tooltip = wounded_1
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:
• 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 (29 lines of game script)
hunt_wound_tooltip_effect = {
show_as_tooltip = {
if = {
limit = { has_trait = wounded_3 }
add_trait_force_tooltip = wounded_3
}
else_if = {
limit = { has_trait = wounded_2 }
add_trait_force_tooltip = wounded_2
}
else_if = {
limit = { has_trait = wounded_1 }
add_trait_force_tooltip = wounded_1
}
if = {
limit = { scope:severe ?= yes }
switch = {
trigger = scope:wound
flag:wound = {}
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 = {}
}
}
}
}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_tooltip_effect.
Events (5)
- Not Quite Alone
hunt.1081 - Rampaging …
hunt.4900 - The Kill
hunt.1201 - 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.