Scripted effect
attempted_suicide_effect
attempted_suicide_effect = yesgame/common/scripted_effects/20_health_effects.txt, line 4239 (7 lines). No parameters.
attempted_suicide_effect is a scripted effect in Crusader Kings III, written at line 4239 of its file. It takes no parameters: attempted_suicide_effect = yes. The game's script calls it in 4 places, among them The Attempt (event health.6002), The Attempt (event health.6005) and The Attempt (event health.6008). Patch 1.20.1.2, from game/common/scripted_effects/20_health_effects.txt.
The comment above it in the file
Effect run when you attempt to commit suicide
What it does
• 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 (7 lines of game script)
attempted_suicide_effect = {
add_piety_level = -1
if = {
limit = { is_playable_character = yes } # change_spiritual_fulfillment errors on non-playable characters
change_spiritual_fulfillment = massive_spiritual_fulfillment_loss
}
}As written in game/common/scripted_effects/20_health_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls attempted_suicide_effect.
Events (4)
- The Attempt
health.6002 - The Attempt
health.6005 - The Attempt
health.6008 - The Attempt
health.6011
Source: game/common/scripted_effects/20_health_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.