Scripted trigger
hunt_activity_bird_trigger
hunt_activity_bird_trigger = { VAR = … }game/common/scripted_triggers/00_hunt_triggers.txt, line 470 (18 lines). Parameters: $VAR$.
hunt_activity_bird_trigger is a scripted trigger in Crusader Kings III, written at line 470 of its file. A call passes 1 parameter: VAR. The game's script calls it in 5 places, among them Taking Wing (event hunt.1060), animal_artifact_wealth_quality_effect (scripted effect) and GetAnimalGroup (custom loc). Patch 1.20.1.2, from game/common/scripted_triggers/00_hunt_triggers.txt.
What it checks
One of these
$VAR$ ?= flag:pheasantor
$VAR$ ?= flag:gooseor
$VAR$ ?= flag:grouseor
$VAR$ ?= flag:quailor
$VAR$ ?= flag:duckor
$VAR$ ?= flag:swanor
$VAR$ ?= flag:storkor
$VAR$ ?= flag:craneor
$VAR$ ?= flag:heronor
$VAR$ ?= flag:egretor
$VAR$ ?= flag:flamingoor
$VAR$ ?= flag:pelican
• 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 (18 lines of game script)
hunt_activity_bird_trigger = {
OR = {
$VAR$ ?= flag:pheasant
$VAR$ ?= flag:goose
$VAR$ ?= flag:grouse
$VAR$ ?= flag:quail
$VAR$ ?= flag:duck
$VAR$ ?= flag:swan
$VAR$ ?= flag:goose
$VAR$ ?= flag:quail
$VAR$ ?= flag:stork
$VAR$ ?= flag:crane
$VAR$ ?= flag:heron
$VAR$ ?= flag:egret
$VAR$ ?= flag:flamingo
$VAR$ ?= flag:pelican
}
}As written in game/common/scripted_triggers/00_hunt_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls hunt_activity_bird_trigger.
Events (1)
- Taking Wing
hunt.1060
Scripted effects (1)
Customizable localization (3)
- GetAnimalGroup
- GetAnimalGroupPlural
- GetAnimalSound
Source: game/common/scripted_triggers/00_hunt_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.