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

berserker_kill_version_randomization_effect

berserker_kill_version_randomization_effect = yes

game/common/scripted_effects/00_commander_effects.txt, line 150 (170 lines). No parameters.

berserker_kill_version_randomization_effect is a scripted effect in Crusader Kings III, written at line 150 of its file. It takes no parameters: berserker_kill_version_randomization_effect = yes. The game's script calls it in 1 place, among them knight_berserker_attack (combat phase events). Patch 1.20.1.2, from game/common/scripted_effects/00_commander_effects.txt.

What it does

  • 1 of 9 things will happen:
    • 12%:
      • scope:combat_side:
        • battle_event = { … }
      • scope:enemy_knight:
        • death = { death_reason = death_head_ripped_off killer = root }
    • 12%:
      • scope:combat_side:
        • battle_event = { … }
      • scope:enemy_knight:
        • death = { death_reason = death_cloven_in_half killer = root }
    • 12%:
      • scope:combat_side:
        • battle_event = { … }
      • scope:enemy_knight:
        • death = { death_reason = death_viciously_dismembered killer = root }
    • 12%:
      • scope:combat_side:
        • battle_event = { … }
      • scope:enemy_knight:
        • death = { death_reason = death_ripped_apart_limb_by_limb killer = root }
    • 12%:
      • scope:combat_side:
        • battle_event = { … }
      • scope:enemy_knight:
        • death = { death_reason = death_chopped_to_pieces killer = root }
    • 12%:
      • scope:combat_side:
        • battle_event = { … }
      • scope:enemy_knight:
        • death = { death_reason = death_heart_ripped_out killer = root }
    • 1% (base chance; changed in play):
      • scope:combat_side:
        • battle_event = { … }
      • scope:enemy_knight:
        • death = { death_reason = death_fear killer = root }
    • 12%:
      • scope:combat_side:
        • battle_event = { … }
      • scope:enemy_knight:
        • death = { death_reason = death_skull_cracked_open killer = root }
    • 12%:
      • scope:combat_side:
        • battle_event = { … }
      • scope:enemy_knight:
        • death = { death_reason = death_strangled_with_own_intestines killer = root }

• 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 (120 lines of game script)
berserker_kill_version_randomization_effect = {
	random_list = {
		10 = {
			scope:combat_side = {
				battle_event = {
					key = "berserker_rage_killed_enemy_no_trait"
					left_portrait = root
					right_portrait = scope:enemy_knight
					type = death
					target_right = yes
				}
			}
			scope:enemy_knight = {
				death = {
					death_reason = death_head_ripped_off
					killer = root
				}
			}
		}
		10 = {
			scope:combat_side = {
				battle_event = {
					key = "berserker_rage_killed_enemy_no_trait_v2"
					left_portrait = root
					right_portrait = scope:enemy_knight
					type = death
					target_right = yes
				}
			}
			scope:enemy_knight = {
				death = {
					death_reason = death_cloven_in_half
					killer = root
				}
			}
		}
		10 = {
			scope:combat_side = {
				battle_event = {
					key = "berserker_rage_killed_enemy_no_trait_v3"
					left_portrait = root
					right_portrait = scope:enemy_knight
					type = death
					target_right = yes
				}
			}
			scope:enemy_knight = {
				death = {
					death_reason = death_viciously_dismembered
					killer = root
				}
			}
		}
		10 = {
			scope:combat_side = {
				battle_event = {
					key = "berserker_rage_killed_enemy_no_trait_v4"
					left_portrait = root
					right_portrait = scope:enemy_knight
					type = death
					target_right = yes
				}
			}
			scope:enemy_knight = {
				death = {
					death_reason = death_ripped_apart_limb_by_limb
					killer = root
				}
			}
		}
		10 = {
			scope:combat_side = {
				battle_event = {
					key = "berserker_rage_killed_enemy_no_trait_v5"
					left_portrait = root
					right_portrait = scope:enemy_knight
					type = death
					target_right = yes
				}
			}
			scope:enemy_knight = {
				death = {
					death_reason = death_chopped_to_pieces
					killer = root
				}
			}
		}
		10 = {
			scope:combat_side = {
				battle_event = {
					key = "berserker_rage_killed_enemy_no_trait_v6"
					left_portrait = root
					right_portrait = scope:enemy_knight
					type = death
					target_right = yes
				}
			}
			scope:enemy_knight = {
				death = {
					death_reason = death_heart_ripped_out
					killer = root
				}
			}
		}
		1 = {
			trigger = {
				scope:enemy_knight = {
					NOT = {
						has_trait = brave
					}
				}
			}
			modifier = {
				add = 99
				scope:enemy_knight = {
					has_trait = craven
				}
			}
			scope:combat_side = {
				battle_event = {

As written in game/common/scripted_effects/00_commander_effects.txt.

The first 120 of its 170 lines; the rest is in game/common/scripted_effects/00_commander_effects.txt from line 150.

Where it is used

Every place in common/, events/ and history/ that calls berserker_kill_version_randomization_effect.

Combat phase events (1)

  • knight_berserker_attack

Source: game/common/scripted_effects/00_commander_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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