Scripted trigger
hunt_animal_fox_trigger
hunt_animal_fox_trigger = yesgame/common/scripted_triggers/00_hunt_triggers.txt, line 105 (7 lines). No parameters.
hunt_animal_fox_trigger is a scripted trigger in Crusader Kings III, written at line 105 of its file. It takes no parameters: hunt_animal_fox_trigger = yes (or no). The game's script calls it in 4 places, among them animal_hide_type_fox (artifact), Stalking the … (event hunt.0500) and hunt_activity_standard_game_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_hunt_triggers.txt.
The comment above it in the file
Fox
What it checks
hunt_animal_small_available_trigger = yesIf
a check the game hides
Then
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 (7 lines of game script)
hunt_animal_fox_trigger = {
hunt_animal_small_available_trigger = yes
trigger_if = {
limit = { exists = duchy }
NOT = { 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_fox_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.