Scripted effect
remove_temporary_combat_move_special_modifiers_effect
remove_temporary_combat_move_special_modifiers_effect = yesgame/common/scripted_effects/00_single_combat_effects.txt, line 265 (6 lines). No parameters.
remove_temporary_combat_move_special_modifiers_effect is a scripted effect in Crusader Kings III, written at line 265 of its file. It takes no parameters: remove_temporary_combat_move_special_modifiers_effect = yes. The game's script calls it in 1 place, among them remove_temporary_modifiers_combat_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_single_combat_effects.txt.
The comment above it in the file
Clean all special combat character modifiers.
What it does
- Loses “Taunted”
- Loses “Fueled by Pain”
• 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 (6 lines of game script)
remove_temporary_combat_move_special_modifiers_effect = {
remove_character_modifier = combat_move_taunt_modifier
remove_character_modifier = combat_move_hurt_me_better_wounded_1_modifier
remove_character_modifier = combat_move_hurt_me_better_wounded_2_modifier
remove_character_modifier = combat_move_hurt_me_better_wounded_3_modifier
}As written in game/common/scripted_effects/00_single_combat_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls remove_temporary_combat_move_special_modifiers_effect.
Scripted effects (1)
Source: game/common/scripted_effects/00_single_combat_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.