Scripted trigger
hunt_animal_gazelle_trigger
hunt_animal_gazelle_trigger = yesgame/common/scripted_triggers/00_hunt_triggers.txt, line 56 (5 lines). No parameters.
hunt_animal_gazelle_trigger is a scripted trigger in Crusader Kings III, written at line 56 of its file. It takes no parameters: hunt_animal_gazelle_trigger = yes (or no). The game's script calls it in 3 places, among them animal_hide_type_gazelle (artifact), animal_skull_type_gazelle (artifact) and hunt_activity_deer_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
Gazelle
What it checks
- Is in the hunt animal gazelle region region
- Is not in the the Sahara region
hunt_animal_tropical_terrain_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 (5 lines of game script)
hunt_animal_gazelle_trigger = {
geographical_region = hunt_animal_gazelle_region
NOT = { geographical_region = custom_sahara_proper }
hunt_animal_tropical_terrain_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_gazelle_trigger.
Artifacts (2)
- animal_hide_type_gazelle
- animal_skull_type_gazelle
Scripted effects (1)
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.