Scripted trigger
hunt_animal_deer_trigger
hunt_animal_deer_trigger = yesgame/common/scripted_triggers/00_hunt_triggers.txt, line 29 (7 lines). No parameters.
hunt_animal_deer_trigger is a scripted trigger in Crusader Kings III, written at line 29 of its file. It takes no parameters: hunt_animal_deer_trigger = yes (or no). The game's script calls it in 10 places, among them animal_hide_type_elk (artifact), animal_hide_type_hart (artifact) and animal_hide_type_stag (artifact). Patch 1.20.1.2, from game/common/scripted_triggers/00_hunt_triggers.txt.
The comment above it in the file
Deer
What it checks
- Is in the hunt animal deer region region
One of these
hunt_animal_temperate_terrain_trigger = yesor
terrain = jungle
• 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 (7 lines of game script)
hunt_animal_deer_trigger = {
geographical_region = hunt_animal_deer_region
OR = {
hunt_animal_temperate_terrain_trigger = yes
terrain = jungle
}
}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_deer_trigger.
Artifacts (6)
- animal_hide_type_elk
- animal_hide_type_hart
- animal_hide_type_stag
- animal_skull_type_elk
- animal_skull_type_hart
- animal_skull_type_stag
Scripted effects (1)
Scripted triggers (1)
Customizable localization (2)
- GetProvinceRandomPrestigiousGameType
- GetRegionalDeerType
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.