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

hunt_save_hostile_accomplice_effect

hunt_save_hostile_accomplice_effect = { SCHEME = … VICTIM = … }

game/common/scripted_effects/00_hunt_effects.txt, line 4015 (74 lines). Parameters: $SCHEME$, $VICTIM$.

hunt_save_hostile_accomplice_effect is a scripted effect in Crusader Kings III, written at line 4015 of its file. A call passes 2 parameters: SCHEME and VICTIM. The game's script calls it in 4 places, among them … of Opportunity (event hunt.7400), … of Opportunity (event hunt.7410) and The Real Game (event hunt.7200). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (74 lines of game script)
hunt_save_hostile_accomplice_effect = {
	if = {
		limit = {
			any_in_list = {
				list = $SCHEME$_agents
				is_ai = yes
				is_participant_in_activity = scope:activity
				NOR = {
					this = root
					trigger_if = {
						limit = { exists = scope:accomplice }
						this = scope:accomplice
					}
				}
			}
		}
		random_in_list = {
			list = $SCHEME$_agents
			limit = {
				is_ai = yes
				is_participant_in_activity = scope:activity
				NOR = {
					this = root
					trigger_if = {
						limit = { exists = scope:accomplice }
						this = scope:accomplice
					}
				}
				save_temporary_scope_as = $SCHEME$er_temp
			}
			weight = {
				base = 1
				hunt_murderer_modifier = { MURDERER = scope:$SCHEME$er_temp TARGET = $VICTIM$ }
			}
			save_scope_as = accomplice
		}
	}
	if = {
		limit = {
			any_in_list = {
				list = $SCHEME$_agents
				is_ai = yes
				is_participant_in_activity = scope:activity
				NOR = {
					this = root
					trigger_if = {
						limit = { exists = scope:accomplice }
						this = scope:accomplice
					}
				}
			}
		}
		random_in_list = {
			list = $SCHEME$_agents
			limit = {
				is_ai = yes
				is_participant_in_activity = scope:activity
				NOR = {
					this = root
					trigger_if = {
						limit = { exists = scope:accomplice }
						this = scope:accomplice
					}
				}
				save_temporary_scope_as = $SCHEME$er_temp
			}
			weight = {
				base = 1
				hunt_murderer_modifier = { MURDERER = scope:$SCHEME$er_temp TARGET = $VICTIM$ }
			}
			save_scope_as = accomplice_2
		}
	}
}

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_save_hostile_accomplice_effect.

Events (3)

Scripted effects (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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