Scripted trigger
hunt_is_nerge_type
hunt_is_nerge_type = yesgame/common/scripted_triggers/00_hunt_triggers.txt, line 1077 (6 lines). No parameters.
hunt_is_nerge_type is a scripted trigger in Crusader Kings III, written at line 1077 of its file. It takes no parameters: hunt_is_nerge_type = yes (or no). The game's script calls it in 26 places, among them Hunt (activity), hunt_eggs_found (activity pulse) and hunt_failed_kill (activity pulse). Patch 1.20.1.2, from game/common/scripted_triggers/00_hunt_triggers.txt.
What it checks
Every line of it is script with no tooltip text: the script is below.
The script as written (6 lines of game script)
hunt_is_nerge_type = {
has_activity_option = {
category = special_type
option = hunt_type_nerge
}
}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_is_nerge_type.
Activities (1)
Activity pulse actions (18)
- hunt_eggs_found
- hunt_failed_kill
- hunt_failed_several_kills
- hunt_learned_maneuver
- hunt_make_example
- hunt_martial_mastery
12 more
- hunt_moh_negative
- hunt_moh_positive
- hunt_prowess_mastery
- hunt_small_game
- hunt_successful_kill
- hunt_successful_maneuver
- hunt_tracks_building
- hunt_tracks_character
- hunt_tracks_dog
- hunt_tracks_option
- hunt_very_successful_kill
- hunt_worked_together
Events (1)
- Making Camp
hunt.0550
On actions (the game's own hooks) (5)
- hunt_end_events
- hunt_outcome_complication_events
- hunt_outcome_end_events
- hunt_outcome_start_events
- hunt_random_pulse
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.