Scripted trigger
hunt_animal_temperate_terrain_trigger
hunt_animal_temperate_terrain_trigger = yesgame/common/scripted_triggers/00_hunt_triggers.txt, line 114 (15 lines). No parameters.
hunt_animal_temperate_terrain_trigger is a scripted trigger in Crusader Kings III, written at line 114 of its file. It takes no parameters: hunt_animal_temperate_terrain_trigger = yes (or no). The game's script calls it in 2 places, among them hunt_animal_antelope_trigger (scripted trigger) and hunt_animal_deer_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/00_hunt_triggers.txt.
The comment above it in the file
Terrain Triggers
What it checks
One of these
terrain = plainsor
terrain = farmlandsor
terrain = steppeor
terrain = wetlandsor
terrain = forestor
terrain = taigaor
terrain = hillsor
terrain = mountains
• 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 (15 lines of game script)
hunt_animal_temperate_terrain_trigger = {
OR = {
# Flat
terrain = plains
terrain = farmlands
terrain = steppe
terrain = wetlands
# Wooded
terrain = forest
terrain = taiga
# Rough
terrain = hills
terrain = mountains
}
}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_temperate_terrain_trigger.
Scripted triggers (2)
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.