Scripted effect
shieldmaiden_kill_version_randomisation_effect
shieldmaiden_kill_version_randomisation_effect = yesgame/common/scripted_effects/00_commander_effects.txt, line 321 (89 lines). No parameters.
shieldmaiden_kill_version_randomisation_effect is a scripted effect in Crusader Kings III, written at line 321 of its file. It takes no parameters: shieldmaiden_kill_version_randomisation_effect = yes. The game's script calls it in 1 place, among them knight_shieldmaiden_attack (combat phase events). Patch 1.20.1.2, from game/common/scripted_effects/00_commander_effects.txt.
What it does
- 1 of 5 things will happen:
- 20%:
scope:combat_side:battle_event = { … }
scope:enemy_knight:death = { death_reason = death_decapitated killer = root }
- 20%:
scope:combat_side:battle_event = { … }
scope:enemy_knight:death = { death_reason = death_cloven_in_half killer = root }
- 20%:
scope:combat_side:battle_event = { … }
scope:enemy_knight:death = { death_reason = death_viciously_dismembered killer = root }
- 20%:
scope:combat_side:battle_event = { … }
scope:enemy_knight:death = { death_reason = death_piteously_cut_down killer = root }
- 20%:
scope:combat_side:battle_event = { … }
scope:enemy_knight:death = { death_reason = death_chopped_to_pieces killer = root }
- 20%:
• 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 (89 lines of game script)
shieldmaiden_kill_version_randomisation_effect = {
random_list = {
10 = {
scope:combat_side = {
battle_event = {
key = "shieldmaiden_skill_killed_enemy_no_trait_v1"
left_portrait = root
right_portrait = scope:enemy_knight
type = death
target_right = yes
}
}
scope:enemy_knight = {
death = {
death_reason = death_decapitated
killer = root
}
}
}
10 = {
scope:combat_side = {
battle_event = {
key = "shieldmaiden_skill_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 = "shieldmaiden_skill_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 = "shieldmaiden_skill_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_piteously_cut_down
killer = root
}
}
}
10 = {
scope:combat_side = {
battle_event = {
key = "shieldmaiden_skill_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
}
}
}
}
}As written in game/common/scripted_effects/00_commander_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls shieldmaiden_kill_version_randomisation_effect.
Combat phase events (1)
- knight_shieldmaiden_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.