Scripted effect
single_combat_have_slain_kin_effect
single_combat_have_slain_kin_effect = { ATTACKER = … DEFENDER = … }game/common/scripted_effects/00_single_combat_effects.txt, line 477 (26 lines). Parameters: $ATTACKER$, $DEFENDER$.
single_combat_have_slain_kin_effect is a scripted effect in Crusader Kings III, written at line 477 of its file. A call passes 2 parameters: ATTACKER and DEFENDER. The game's script calls it in 4 places, among them fp1_jomsvikings.0043 (event), Trial-by-Combat: Defeat! (event fp1_tbc.0051) and Trial-by-Combat: Victory! (event fp1_tbc.0041). Patch 1.20.1.2, from game/common/scripted_effects/00_single_combat_effects.txt.
What it does
If
$ATTACKER$ = { is_alive = no killer = $DEFENDER$ }
Then
$DEFENDER$ = { … }
If
$DEFENDER$ = { is_alive = no killer = $ATTACKER$ }
Then
$ATTACKER$ = { … }
• 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 (26 lines of game script)
single_combat_have_slain_kin_effect = {
# Check $ATTACKER$.
if = {
limit = {
$ATTACKER$ = {
is_alive = no
killer = $DEFENDER$
}
}
$DEFENDER$ = {
add_kinslayer_trait_or_nothing_effect = { VICTIM = $ATTACKER$ }
}
}
# Check $DEFENDER$.
if = {
limit = {
$DEFENDER$ = {
is_alive = no
killer = $ATTACKER$
}
}
$ATTACKER$ = {
add_kinslayer_trait_or_nothing_effect = { VICTIM = $DEFENDER$ }
}
}
}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 single_combat_have_slain_kin_effect.
Events (4)
- fp1_jomsvikings.0043
- Trial-by-Combat: Defeat!
fp1_tbc.0051 - Trial-by-Combat: Victory!
fp1_tbc.0041 - Trial-by-Combat: Victory!
fp1_tbc.0111
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.