Scripted trigger
hunt_activity_deer_game_trigger
hunt_activity_deer_game_trigger = { VAR = … }game/common/scripted_triggers/00_hunt_triggers.txt, line 433 (9 lines). Parameters: $VAR$.
hunt_activity_deer_game_trigger is a scripted trigger in Crusader Kings III, written at line 433 of its file. A call passes 1 parameter: VAR. The game's script calls it in 7 places, among them animal_trinket_type_antler (artifact), A Fawning … (event hunt.5010) and No Idea (event hunt.3020). Patch 1.20.1.2, from game/common/scripted_triggers/00_hunt_triggers.txt.
What it checks
One of these
$VAR$ ?= flag:stagor
$VAR$ ?= flag:hartor
$VAR$ ?= flag:roeor
$VAR$ ?= flag:reindeeror
$VAR$ ?= flag:elk
• 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 (9 lines of game script)
hunt_activity_deer_game_trigger = {
OR = {
$VAR$ ?= flag:stag
$VAR$ ?= flag:hart
$VAR$ ?= flag:roe
$VAR$ ?= flag:reindeer
$VAR$ ?= flag:elk
}
}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_deer_game_trigger.
Artifacts (1)
- animal_trinket_type_antler
Events (2)
- A Fawning …
hunt.5010 - No Idea
hunt.3020
Scripted effects (1)
Scripted triggers (1)
Customizable localization (2)
- GetAnimalDanger
- GetAnimalDangerKill
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.