Scripted trigger
hunt_animal_bear_trigger
hunt_animal_bear_trigger = yesgame/common/scripted_triggers/00_hunt_triggers.txt, line 190 (4 lines). No parameters.
hunt_animal_bear_trigger is a scripted trigger in Crusader Kings III, written at line 190 of its file. It takes no parameters: hunt_animal_bear_trigger = yes (or no). The game's script calls it in 7 places, among them animal_hide_type_bear (artifact), Bear Sighting (event culture_tradition_events.3000) and Eyes in the Night (event ep3_laamp_flavour_ewan.4061). Patch 1.20.1.2, from game/common/scripted_triggers/00_hunt_triggers.txt.
The comment above it in the file
Bear
What it checks
- Is in the hunt animal bear region region
hunt_animal_big_available_trigger = yes
• 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 (4 lines of game script)
hunt_animal_bear_trigger = {
geographical_region = hunt_animal_bear_region
hunt_animal_big_available_trigger = yes
}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_animal_bear_trigger.
Artifacts (1)
- animal_hide_type_bear
Events (2)
- Bear Sighting
culture_tradition_events.3000 - Eyes in the Night
ep3_laamp_flavour_ewan.4061
Scripted effects (3)
Customizable localization (1)
- GetProvinceRandomPrestigiousGameType
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.