Scripted trigger
hunt_animal_small_available_trigger
hunt_animal_small_available_trigger = yesgame/common/scripted_triggers/00_hunt_triggers.txt, line 371 (21 lines). No parameters.
hunt_animal_small_available_trigger is a scripted trigger in Crusader Kings III, written at line 371 of its file. It takes no parameters: hunt_animal_small_available_trigger = yes (or no). The game's script calls it in 2 places, among them Hunt (activity) and hunt_animal_fox_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_01or
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_maldives }
If
a check the game hides
Then
NOT = { duchy = title:d_canarias }
• 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 (21 lines of game script)
hunt_animal_small_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 = {
county = title:c_dahlak # Not native
county = title:c_maldives # Not native
}
}
trigger_if = {
limit = { exists = duchy }
NOT = { duchy = title:d_canarias } # 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_small_available_trigger.
Activities (1)
Scripted triggers (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.