Scripted effect
berserker_kill_version_randomization_effect
berserker_kill_version_randomization_effect = yesgame/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 }
- 12%:
• 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.