CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

hunt_murder_add_and_reveal_attempted_murder

hunt_murder_add_and_reveal_attempted_murder = yes

game/common/scripted_effects/00_hunt_effects.txt, line 3533 (26 lines). No parameters.

hunt_murder_add_and_reveal_attempted_murder is a scripted effect in Crusader Kings III, written at line 3533 of its file. It takes no parameters: hunt_murder_add_and_reveal_attempted_murder = yes. The game's script calls it in 1 place, among them Not Quite Alone (event hunt.1081). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.

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 (26 lines of game script)
hunt_murder_add_and_reveal_attempted_murder = {
	if = {
		limit = { is_alive = yes }
		hidden_effect = {
			add_secret = {
				type = secret_murder_attempt
				target = root
			}
		}
		random_secret = {
			type = secret_murder_attempt
			limit = {
				secret_target = root
			}
			reveal_to_without_events_effect = { CHARACTER = root }
			if = {
				limit = {
					exists = scope:bodyguard_appears
					exists = scope:bodyguard
					scope:bodyguard = { is_alive = yes }
				}
				reveal_to_without_events_effect = { CHARACTER = scope:bodyguard }
			}
		}
	}
}

As written in game/common/scripted_effects/00_hunt_effects.txt.

Where it is used

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

Events (1)

Source: game/common/scripted_effects/00_hunt_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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