Scripted effect
set_temporary_signature_weapon
set_temporary_signature_weapon = { WEAPON_TYPE = … }game/common/scripted_effects/00_personal_details_effects.txt, line 509 (126 lines). Parameters: $WEAPON_TYPE$.
set_temporary_signature_weapon is a scripted effect in Crusader Kings III, written at line 509 of its file. A call passes 1 parameter: WEAPON_TYPE. The game's script calls it in 1 place, among them Challenger Approaching (event bp2_yearly.5100). Patch 1.20.1.2, from game/common/scripted_effects/00_personal_details_effects.txt.
The comment above it in the file
Sets a temporary signature weapon for a single duel. You have to assign WEAPON_TYPE parameter with a weapon type you want to use. Available weapon types: axe, hammer, spear, mace, dagger, sword, wooden_sword. Effect is removed by single_combat_clean_temp_weapon_effect triggered in combat conclusion events: single_combat.0031 and single_combat.0041
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (120 lines of game script)
set_temporary_signature_weapon = {
save_temporary_scope_as = wielding_character
scope:wielding_character = {
set_variable = { #save passed down weapon type to be the temp weapon for this battle
name = temporary_signature_weapon
value = flag:$WEAPON_TYPE$
}
}
if = {
limit = {
scope:wielding_character = {
has_variable = signature_weapon
has_variable = temporary_signature_weapon
}
}
scope:wielding_character = {
set_variable = { #save the original signature_weapon if this character had one
name = og_signature_weapon
value = var:signature_weapon
}
switch = { #set the temporary weapon as a signature_weapon
trigger = var:temporary_signature_weapon
flag:axe = {
set_variable = {
name = signature_weapon
value = flag:axe
}
}
flag:hammer = {
set_variable = {
name = signature_weapon
value = flag:hammer
}
}
flag:spear = {
set_variable = {
name = signature_weapon
value = flag:spear
}
}
flag:mace = {
set_variable = {
name = signature_weapon
value = flag:mace
}
}
flag:dagger = {
set_variable = {
name = signature_weapon
value = flag:dagger
}
}
flag:sword = {
set_variable = {
name = signature_weapon
value = flag:sword
}
}
flag:wooden_sword = {
set_variable = {
name = signature_weapon
value = flag:wooden_sword
}
}
}
}
}
else_if = {
limit = {
scope:wielding_character = {
has_variable = temporary_signature_weapon
}
}
scope:wielding_character = {
set_variable = { #remember that there were no original signature_weapon
name = og_signature_weapon
value = flag:no_signature_weapon_yet
}
switch = { #set the temporary weapon as a signature_weapon
trigger = var:temporary_signature_weapon
flag:axe = {
set_variable = {
name = signature_weapon
value = flag:axe
}
}
flag:hammer = {
set_variable = {
name = signature_weapon
value = flag:hammer
}
}
flag:spear = {
set_variable = {
name = signature_weapon
value = flag:spear
}
}
flag:mace = {
set_variable = {
name = signature_weapon
value = flag:mace
}
}
flag:dagger = {
set_variable = {
name = signature_weapon
value = flag:dagger
}
}
flag:sword = {
set_variable = {
name = signature_weapon
value = flag:sword
}
}
flag:wooden_sword = {
set_variable = {
name = signature_weapon
value = flag:wooden_swordAs written in game/common/scripted_effects/00_personal_details_effects.txt.
The first 120 of its 126 lines; the rest is in game/common/scripted_effects/00_personal_details_effects.txt from line 509.
Where it is used
Every place in common/, events/ and history/ that calls set_temporary_signature_weapon.
Events (1)
- Challenger Approaching
bp2_yearly.5100
Source: game/common/scripted_effects/00_personal_details_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.