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

kill_child_and_possible_twins_effect

kill_child_and_possible_twins_effect = yes

game/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.

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