CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger

can_animal_produce_skull_trigger

can_animal_produce_skull_trigger = { VARIABLE = … }

game/common/scripted_triggers/00_artifact_triggers.txt, line 2098 (10 lines). Parameters: $VARIABLE$.

can_animal_produce_skull_trigger is a scripted trigger in Crusader Kings III, written at line 2098 of its file. A call passes 1 parameter: VARIABLE. The game's script calls it in 6 places, among them A Beautiful Specimen (event hunt.8001), Felling a Beast (event hunt.4005) and end_hunt_mystical_animal_story_cycle_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_artifact_triggers.txt.

The comment above it in the file

Used after setting local animal to determine if a skull artifact/trophy can be made from that animal.

What it checks

Every line of it is script with no tooltip text: the script is below.

The script as written (10 lines of game script)
can_animal_produce_skull_trigger = {
	exists = $VARIABLE$
	NOR = {
		$VARIABLE$ = flag:dragon
		$VARIABLE$ = flag:hart
		$VARIABLE$ = flag:fox
		$VARIABLE$ = flag:hare
		$VARIABLE$ = flag:lynx
	}
}

As written in game/common/scripted_triggers/00_artifact_triggers.txt.

Where it is used

Every place in common/, events/ and history/ that calls can_animal_produce_skull_trigger.

Source: game/common/scripted_triggers/00_artifact_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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