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

hunt_animal_steppe_trigger

hunt_animal_steppe_trigger = yes

game/common/scripted_triggers/00_hunt_triggers.txt, line 327 (9 lines). No parameters.

hunt_animal_steppe_trigger is a scripted trigger in Crusader Kings III, written at line 327 of its file. It takes no parameters: hunt_animal_steppe_trigger = yes (or no). The game's script calls it in 2 places, among them hunt_activity_deer_game_effect (scripted effect) and GetRegionalDeerType (custom loc). Patch 1.20.1.2, from game/common/scripted_triggers/00_hunt_triggers.txt.

What it checks

  • Is in the Steppe region
  • One of these

    • terrain = steppe
    • or

      terrain = hills
    • or

      terrain = desert
    • or

      terrain = wetlands

• 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 (9 lines of game script)
hunt_animal_steppe_trigger = { # Saiga/etc.
	geographical_region = world_steppe
	OR = {
		terrain = steppe
		terrain = hills
		terrain = desert
		terrain = wetlands
	}
}

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_steppe_trigger.

Scripted effects (1)

Customizable localization (1)

  • 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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