CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Tours and Tournaments files

tournament_accidental_death_effect

tournament_accidental_death_effect = yes

game/common/scripted_effects/04_dlc_ep2_tournament_effects.txt, line 7402 (88 lines). No parameters.

tournament_accidental_death_effect is a scripted effect in Crusader Kings III, in the Tours and Tournaments files, written at line 7402 of its file. It takes no parameters: tournament_accidental_death_effect = yes. The game's script calls it in 2 places, among them tournament_events.0700 (event) and contest_events.1120 (event). Patch 1.20.1.2, from game/common/scripted_effects/04_dlc_ep2_tournament_effects.txt.

The comment above it in the file

Accidentally kill a character, inform other attendees, and track total number of accidents

What it does

  • scope:activity:
    • If a check the game hides passes: the same again (1 line)
      • scope:accident_victim:
        • death = { death_reason = death_contest_melee_accident killer = scope:accident_killer }

      Otherwise

      • scope:accident_victim:
        • death = { death_reason = death_contest_melee_accident }
    • Every attending character:
      • If

        • One of these

          • has_any_scripted_relation = scope:accident_victim
          • or

            is_close_family_of = scope:accident_victim
          • or

            is_consort_of = scope:accident_victim
          • or

            All of these

            • this = scope:accident_victim.liege
            • tier_difference = { target = scope:accident_victim value <= 1 }
          • or

            liege = scope:accident_victim

        Then

        Otherwise

        • If

          a check the game hides

          Then

          • scope:accident_victim:
            • death = { death_reason = death_contest_melee_accident killer = scope:accident_killer }

          Otherwise

          • scope:accident_victim:
            • death = { death_reason = death_contest_melee_accident }

• 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 (88 lines of game script)
tournament_accidental_death_effect = {
	scope:activity = {
		if = {
			limit = { exists = scope:accident_killer }
			add_activity_log_entry = {
				key = tournament_accident_killer_log
				tags = { contestant death bad }
				score = 25
				character = scope:accident_victim
				target = scope:accident_killer
			}
			scope:accident_victim = {
				death = {
					death_reason = death_contest_melee_accident
					killer = scope:accident_killer
				}
			}
		}	
		else = {
			add_activity_log_entry = {
				key = tournament_accident_log
				tags = { contestant death bad }
				score = 25
				character = scope:accident_victim
			}
			scope:accident_victim = {
				death = { death_reason = death_contest_melee_accident }
			}
		}
		every_attending_character = {
			if = {
				limit = {
					OR = {
						has_any_scripted_relation = scope:accident_victim
						is_close_family_of = scope:accident_victim
						is_consort_of = scope:accident_victim
						AND = {
							this = scope:accident_victim.liege
							tier_difference = {
								target = scope:accident_victim
								value <= 1
							}
						}
						liege = scope:accident_victim
					}
				}
				trigger_event = tournament_events.0701
			}
			else = {
				send_interface_message = {
					type = event_death_bad
					title = tournament_accident_death_msg_title
					left_icon = scope:accident_victim
					show_as_tooltip = {
						if = {
							limit = { exists = scope:accident_killer }
							scope:accident_victim = {
								death = {
									death_reason = death_contest_melee_accident
									killer = scope:accident_killer
								}
							}
						}
						else = {
							scope:accident_victim = {
								death = { death_reason = death_contest_melee_accident }
							}
						}
					}
				}
			}
		}
		# For making sure there are not obscene numbers of accidents
		if = {
			limit = { exists = var:accident_death_count }
			change_variable = {
				name = accident_death_count
				add = 1
			}
		}
		else = {
			set_variable = {
				name = accident_death_count
				value = 1
			}
		}
	}
}

As written in game/common/scripted_effects/04_dlc_ep2_tournament_effects.txt.

Where it is used

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

Source: game/common/scripted_effects/04_dlc_ep2_tournament_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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