Scripted effect
grab_best_agent_murderer_effect
grab_best_agent_murderer_effect = yesgame/common/scripted_effects/00_scheme_scripted_effects.txt, line 13199 (14 lines). No parameters.
grab_best_agent_murderer_effect is a scripted effect in Crusader Kings III, written at line 13199 of its file. It takes no parameters: grab_best_agent_murderer_effect = yes. The game's script calls it in 3 places, among them Assassin! (event murder_outcome_reworked.0001), Assassin! (event murder_outcome_reworked.0003) and Shedding This Mortal Coil (event murder_outcome_reworked.4002). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (14 lines of game script)
grab_best_agent_murderer_effect = {
scope:scheme = {
random_scheme_agent_slot = {
limit = {
is_agent_slot_type = agent_assassin
is_filled = yes
}
alternative_limit = { is_filled = yes }
slot_character = { save_scope_as = assassin }
}
# Plus generate a back-up, in case we need it.
random_dummy_gender_assassin_effect = yes
}
}As written in game/common/scripted_effects/00_scheme_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls grab_best_agent_murderer_effect.
Events (3)
- Assassin!
murder_outcome_reworked.0001 - Assassin!
murder_outcome_reworked.0003 - Shedding This Mortal Coil
murder_outcome_reworked.4002
Source: game/common/scripted_effects/00_scheme_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.