Scripted trigger
hunt_animal_wolf_trigger
hunt_animal_wolf_trigger = yesgame/common/scripted_triggers/00_hunt_triggers.txt, line 145 (11 lines). No parameters.
hunt_animal_wolf_trigger is a scripted trigger in Crusader Kings III, written at line 145 of its file. It takes no parameters: hunt_animal_wolf_trigger = yes (or no). The game's script calls it in 5 places, among them A Mother's Love (event mpo_hunt.0020), Eyes in the Night (event ep3_laamp_flavour_ewan.4061) and hunt_activity_dangerous_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
Wolf
What it checks
Not all of these
- Is in the Western Africa region
One of these
terrain = hillsor
terrain = forestor
terrain = jungleor
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 (11 lines of game script)
hunt_animal_wolf_trigger = {
NAND = {
geographical_region = world_africa_west
OR = {
terrain = hills
terrain = forest
terrain = jungle
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_wolf_trigger.
Events (2)
- A Mother's Love
mpo_hunt.0020 - Eyes in the Night
ep3_laamp_flavour_ewan.4061
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.