Scripted effect
select_thriving_predator_animal_effect
select_thriving_predator_animal_effect = { LOCATION = … }game/common/scripted_effects/00_laamp_effects.txt, line 1930 (145 lines). Parameters: $LOCATION$.
select_thriving_predator_animal_effect is a scripted effect in Crusader Kings III, written at line 1930 of its file. A call passes 1 parameter: LOCATION. The game's script calls it in 1 place, among them … to the Slaughter (event laamp_base_contract_schemes.5001). Patch 1.20.1.2, from game/common/scripted_effects/00_laamp_effects.txt.
What it does
- 1 of 4 things will happen:
- 50%: Nothing else happens
- 25% › 1 of 3 things will happen:
- 29%: Nothing else happens
- 57%: Nothing else happens
- 14%: Nothing else happens
- 13%: Nothing else happens
- 13% › 1 of 3 things will happen:
- 33% (base chance; changed in play): Nothing else happens
- 33% (base chance; changed in play): Nothing else happens
- 33% (base chance; changed in play): Nothing else happens
• 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 (120 lines of game script)
select_thriving_predator_animal_effect = {
random_list = {
# Boar
20 = {
trigger = {
$LOCATION$ = { hunt_animal_boar_trigger = yes }
}
# We don't mind hunting them for pest control, regardless of faith.
set_variable = {
name = animal_type_event
value = flag:boar
}
}
# Wolf, Hyena, Lynx
10 = {
trigger = {
$LOCATION$ = {
OR = {
hunt_animal_wolf_trigger = yes
hunt_animal_hyena_trigger = yes
hunt_animal_lynx_trigger = yes
}
}
}
random_list = {
# Wolf
10 = {
trigger = {
$LOCATION$ = { hunt_animal_wolf_trigger = yes }
}
set_variable = {
name = animal_type_event
value = flag:wolf
}
}
# Hyena
20 = {
trigger = {
$LOCATION$ = { hunt_animal_hyena_trigger = yes }
}
set_variable = {
name = animal_type_event
value = flag:hyena
}
}
# Lynx
5 = {
trigger = {
$LOCATION$ = { hunt_animal_lynx_trigger = yes }
}
set_variable = {
name = animal_type_event
value = flag:lynx
}
}
}
}
# Bear
5 = {
trigger = {
$LOCATION$ = { hunt_animal_bear_trigger = yes }
}
set_variable = {
name = animal_type_event
value = flag:bear
}
}
# Big Cat
5 = {
trigger = {
$LOCATION$ = {
hunt_animal_big_cat_trigger = yes
OR = {
hunt_animal_lion_trigger = yes
hunt_animal_tiger_trigger = yes
hunt_animal_leopard_trigger = yes
}
}
}
random_list = {
# Lion
5 = {
trigger = {
$LOCATION$ = { hunt_animal_lion_trigger = yes }
}
modifier = {
factor = 5
$LOCATION$ = {
OR = {
terrain = desert
terrain = forest
}
}
}
set_variable = {
name = animal_type_event
value = flag:lion
}
}
# Tiger
5 = {
trigger = {
$LOCATION$ = { hunt_animal_tiger_trigger = yes }
}
modifier = {
factor = 5
$LOCATION$ = { terrain = jungle }
}
set_variable = {
name = animal_type_event
value = flag:tiger
}
}
# Leopard
5 = {
trigger = {
$LOCATION$ = { hunt_animal_leopard_trigger = yes }
}
modifier = {
factor = 0.5As written in game/common/scripted_effects/00_laamp_effects.txt.
The first 120 of its 145 lines; the rest is in game/common/scripted_effects/00_laamp_effects.txt from line 1930.
Where it is used
Every place in common/, events/ and history/ that calls select_thriving_predator_animal_effect.
Events (1)
- … to the Slaughter
laamp_base_contract_schemes.5001
Source: game/common/scripted_effects/00_laamp_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.