CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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)

12 more

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.

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