Scripted effect
kill_child_and_possible_twins_effect
kill_child_and_possible_twins_effect = yesgame/common/scripted_effects/00_pregnancy_effects.txt, line 394 (17 lines). No parameters.
kill_child_and_possible_twins_effect is a scripted effect in Crusader Kings III, written at line 394 of its file. It takes no parameters: kill_child_and_possible_twins_effect = yes. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_pregnancy_effects.txt.
The comment above it in the file
Effects to use in birth 3001-3999 Requires scope:child (scope:child_2, scope:child_3, and twin_list optional)
What it does
scope:child:death = { death_reason = death_delivery }
If a check the game hides passes: the same again (1 line)
scope:child_2:death = { death_reason = death_delivery }
• 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 (17 lines of game script)
kill_child_and_possible_twins_effect = {
scope:child = {
death = {
death_reason = death_delivery
}
}
if = {
limit = {
exists = scope:child_2
}
scope:child_2 = {
death = {
death_reason = death_delivery
}
}
}
}As written in game/common/scripted_effects/00_pregnancy_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_effects/00_pregnancy_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.