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

hunt_animal_deer_trigger

hunt_animal_deer_trigger = yes

game/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

• 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)

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.

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