Scripted effect
hunter_progress_point_gain_effect
hunter_progress_point_gain_effect = { CHANGE = … RANDOM_CHANGE = … }game/common/scripted_effects/00_lifestyle_focus_effects.txt, line 363 (77 lines). Parameters: $CHANGE$, $RANDOM_CHANGE$.
hunter_progress_point_gain_effect is a scripted effect in Crusader Kings III, written at line 363 of its file. A call passes 2 parameters: CHANGE and RANDOM_CHANGE. The game's script calls it in 27 places, among them hunt_distinguished_ability (activity pulse), hunt_knowledge_sharing (activity pulse) and hunt_moh_positive (activity pulse). Its body carries 3 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_lifestyle_focus_effects.txt.
The comment above it in the file
Hunter (gained by hunting)
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 (77 lines of game script)
hunter_progress_point_gain_effect = {
if = {
limit = { is_alive = yes }
if = {
limit = {
NOT = { exists = var:hunter_lifestyle_progress }
}
set_variable = {
name = hunter_lifestyle_progress
value = $CHANGE$
}
}
else = {
change_variable = {
name = hunter_lifestyle_progress
add = $CHANGE$
}
}
save_scope_value_as = {
name = hunt_base_increase
value = $CHANGE$
}
# Tooltips
if = {
limit = { scope:hunt_base_increase <= 1 }
custom_tooltip = hunt_progress_towards_trait_1_tt
}
else_if = {
limit = { scope:hunt_base_increase = 2 }
custom_tooltip = hunt_progress_towards_trait_2_tt
}
else = { custom_tooltip = hunt_progress_towards_trait_3_tt }
#Random chance of additional point to increase unpredictability
hidden_effect = {
random = {
chance = 50
change_variable = {
name = hunter_lifestyle_progress
add = $RANDOM_CHANGE$
}
}
}
#Extra Random chance with the Hunters Tradition
if = {
limit = {
culture = { has_cultural_parameter = hunting_traits_more_common }
involved_activity = {
NOT = {
has_activity_option = { category = special_type option = hunt_type_falconry }
}
}
}
random = {
chance = 75
change_variable = {
name = hunter_lifestyle_progress
add = 1
}
}
}
else_if = {
limit = {
culture = { has_cultural_parameter = falconer_traits_more_common }
involved_activity = {
has_activity_option = { category = special_type option = hunt_type_falconry }
}
}
random = {
chance = 75
change_variable = {
name = hunter_lifestyle_progress
add = 1
}
}
}
}
}As written in game/common/scripted_effects/00_lifestyle_focus_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls hunter_progress_point_gain_effect.
Activity pulse actions (5)
- hunt_distinguished_ability
- hunt_knowledge_sharing
- hunt_moh_positive
- hunt_small_game
- hunt_tracks_character
Events (18)
- A Fawning …
hunt.5010 - A Swampy Encounter
hunt.7001 - Hawking Meat
bp3_journey.1400 - Hunting Dog
hunt.1023 - Illegal Prey
hunt.4003 - No Idea
hunt.3020
12 more
- On Top of the World
hunt.8500 - Peacocking
hunt.8000 - Stampede!
hunt.8570 - The … …
hunt.4012 - The … Droppings
hunt.8550 - The …'s Feast
hunt.8010 - The Kill
hunt.1200 - Tracking …
hunt.8030 - Under Attack
hunt.8510 - Under My Wing
hunt.5060 - Wildflowers
hunt.5001 - Wildflowers
hunt.5002
Source: game/common/scripted_effects/00_lifestyle_focus_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.