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.
Events (4)
- A Beautiful Specimen
hunt.8001 - Felling a Beast
hunt.4005 - Lorem ipsum dolor sit amet, consectetur adipiscing elit.
debug.9620 - Lorem ipsum dolor sit amet, consectetur adipiscing elit.
debug.9621
Scripted effects (2)
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.