CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · All Under Heaven files

tgp_cranial_trophies_beheading_effect

tgp_cranial_trophies_beheading_effect = { DEAD = … KILLER = … }

game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt, line 4417 (182 lines). Parameters: $DEAD$, $KILLER$.

tgp_cranial_trophies_beheading_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 4417 of its file. A call passes 2 parameters: DEAD and KILLER. The game's script calls it in 4 places, among them Execute (interaction), Single Combat: Victory! (event single_combat.0041) and work_out_wounds_or_death_effect (local effect). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt.

What it does

  • If

    • NOT = { $KILLER$ = { mpo_keep_prisoners_heads_trigger = yes } }

    Then

    • If

      • $DEAD$ = { highest_held_title_tier = tier_hegemony }

      Then

      • $KILLER$ = { … }

      Else if

      • $DEAD$ = { highest_held_title_tier = tier_empire }

      Then

      • $KILLER$ = { … }

      Else if

      • $DEAD$ = { highest_held_title_tier = tier_kingdom }

      Then

      • $KILLER$ = { … }

      Else if

      • $DEAD$ = { highest_held_title_tier = tier_duchy }

      Then

      • $KILLER$ = { … }

      Else if

      • $DEAD$ = { highest_held_title_tier = tier_county }

      Then

      • $KILLER$ = { … }

      Else if

      • $DEAD$ = { highest_held_title_tier = tier_barony }

      Then

      • $KILLER$ = { … }

      Otherwise

      • $KILLER$ = { … }
    • scope:new_head_artifact:
    • $KILLER$ = { … }

• 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 (120 lines of game script)
tgp_cranial_trophies_beheading_effect = {
	if = {
		limit = {
			NOT = {
				$KILLER$ = {
					mpo_keep_prisoners_heads_trigger = yes
				}
			}
		}
		$KILLER$ = {
			save_temporary_scope_as = the_killer # for the Artifact localization
		}
		$DEAD$ = {
			save_temporary_scope_as = dead_one # for the Artifact localization
			save_scope_as = dead_character
		}
		if = {
			limit = {
				$DEAD$ = {
					highest_held_title_tier = tier_hegemony
				}
			}
			$KILLER$ = {
				create_artifact = {
					name = tgp_cranial_trophy_artifact
					description = tgp_cranial_trophy_artifact_desc
					rarity = illustrious
					type = miscellaneous
					modifier = cranial_trophy_modifier_t6
					decaying = yes
					template = tgp_severed_head_template
					visuals = pocket_severed_head
					creator = $DEAD$
					save_scope_as = new_head_artifact
				}
			}
		}
		else_if = {
			limit = {
				$DEAD$ = {
					highest_held_title_tier = tier_empire
				}
			}
			$KILLER$ = {
				create_artifact = {
					name = tgp_cranial_trophy_artifact
					description = tgp_cranial_trophy_artifact_desc
					rarity = illustrious
					type = miscellaneous
					modifier = cranial_trophy_modifier_t5
					decaying = yes
					template = tgp_severed_head_template
					visuals = pocket_severed_head
					creator = $DEAD$
					save_scope_as = new_head_artifact
				}
			}
		}
		else_if = {
			limit = {
				$DEAD$ = {
					highest_held_title_tier = tier_kingdom
				}
			}
			$KILLER$ = {
				create_artifact = {
					name = tgp_cranial_trophy_artifact
					description = tgp_cranial_trophy_artifact_desc
					rarity = famed
					type = miscellaneous
					modifier = cranial_trophy_modifier_t4
					decaying = yes
					template = tgp_severed_head_template
					visuals = pocket_severed_head
					creator = $DEAD$
					save_scope_as = new_head_artifact
				}
			}
		}
		else_if = {
			limit = {
				$DEAD$ = {
					highest_held_title_tier = tier_duchy
				}
			}
			$KILLER$ = {
				create_artifact = {
					name = tgp_cranial_trophy_artifact
					description = tgp_cranial_trophy_artifact_desc
					rarity = famed
					type = miscellaneous
					modifier = cranial_trophy_modifier_t3
					decaying = yes
					template = tgp_severed_head_template
					visuals = pocket_severed_head
					creator = $DEAD$
					save_scope_as = new_head_artifact
				}
			}
		}
		else_if = {
			limit = {
				$DEAD$ = {
					highest_held_title_tier = tier_county
				}
			}
			$KILLER$ = {
				create_artifact = {
					name = tgp_cranial_trophy_artifact
					description = tgp_cranial_trophy_artifact_desc
					rarity = masterwork
					type = miscellaneous
					modifier = cranial_trophy_modifier_t2
					decaying = yes
					template = tgp_severed_head_template
					visuals = pocket_severed_head
					creator = $DEAD$
					save_scope_as = new_head_artifact
				}
			}

As written in game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt.

The first 120 of its 182 lines; the rest is in game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt from line 4417.

Where it is used

Every place in common/, events/ and history/ that calls tgp_cranial_trophies_beheading_effect.

Character interactions (1)

Events (1)

Scripted effects inside an event file (1)

  • work_out_wounds_or_death_effect

Combat phase events (1)

  • knight_killed

Source: game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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