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

hunt_animal_big_available_trigger

hunt_animal_big_available_trigger = yes

game/common/scripted_triggers/00_hunt_triggers.txt, line 337 (33 lines). No parameters.

hunt_animal_big_available_trigger is a scripted trigger in Crusader Kings III, written at line 337 of its file. It takes no parameters: hunt_animal_big_available_trigger = yes (or no). The game's script calls it in 6 places, among them hunt_animal_aurochs_trigger (scripted trigger), hunt_animal_bear_trigger (scripted trigger) and hunt_animal_big_cat_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_hunt_triggers.txt.

What it checks

  • One of these

    • One of these

      • has_building_or_higher = hunting_grounds_01
      • or

        has_building_or_higher = royal_forest_01
    • or

      All of these

      • If

        a check the game hides

        Then

        • NOT = { county = title:c_dahlak }
        • NOT = { county = title:c_faereyar }
        • NOT = { county = title:c_hormuz }
        • NOT = { county = title:c_lesbos }
        • NOT = { county = title:c_maldives }
        • NOT = { county = title:c_malta }
        • NOT = { county = title:c_naxos }
      • If

        a check the game hides

        Then

        • NOT = { duchy = title:d_canarias }
        • NOT = { duchy = title:d_krete }
        • NOT = { duchy = title:d_iceland }
        • NOT = { duchy = title:d_mallorca }
        • NOT = { duchy = title:d_socotra }

• 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 (33 lines of game script)
hunt_animal_big_available_trigger = {
	OR = {
		OR = {
			has_building_or_higher = hunting_grounds_01
			has_building_or_higher = royal_forest_01
		}
		AND = {
			trigger_if = {
				limit = { exists = county }
				NOR = {
					# Counties
					county = title:c_dahlak # Not native
					county = title:c_faereyar # Not native
					county = title:c_hormuz # Not native
					county = title:c_lesbos # Extinct
					county = title:c_maldives # Not native
					county = title:c_malta # Extinct
					county = title:c_naxos # Extinct
				}
			}
			trigger_if = {
				limit = { exists = duchy }
				NOR = {
					duchy = title:d_canarias # Not native
					duchy = title:d_krete # Extinct
					duchy = title:d_iceland # Not native
					duchy = title:d_mallorca # Not native
					duchy = title:d_socotra # Not native
				}
			}
		}
	}
}

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_big_available_trigger.

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.

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