Scripted effect
hunt_murder_add_and_reveal_attempted_murder
hunt_murder_add_and_reveal_attempted_murder = yesgame/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
If
a check the game hides
Then
- One random secret:
- Where:
secret_target = root
reveal_to_without_events_effect = { CHARACTER = root }
- Where:
- One random secret:
• 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)
- Not Quite Alone
hunt.1081
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.