Scripted effect
hunt_save_murder_target_effect
hunt_save_murder_target_effect = yesgame/common/scripted_effects/00_hunt_effects.txt, line 2926 (153 lines). No parameters.
hunt_save_murder_target_effect is a scripted effect in Crusader Kings III, written at line 2926 of its file. It takes no parameters: hunt_save_murder_target_effect = yes. The game's script calls it in 4 places, among them A Hare in the Hand (event hunt.1062), An Arrow for … (event hunt.1012) and Cornering the … (event hunt.1003). 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 (120 lines of game script)
hunt_save_murder_target_effect = {
hidden_effect = {
if = {
limit = { hunt_murder_intent_target_trigger = yes }
intent_target = { save_scope_as = murder_target }
}
else_if = {
limit = {
var:hunt_murder_attempt ?= {
is_alive = yes
is_participant_in_activity = scope:activity
}
}
var:hunt_murder_attempt = {
save_scope_as = murder_target
random_targeting_scheme = {
limit = {
scheme_type = murder
OR = {
scheme_owner = root
any_scheme_agent_character = { this = root }
}
}
save_scope_as = scheme
every_scheme_agent_character = { add_to_list = murder_agents }
scheme_owner = { save_scope_as = murder_schemer }
hunt_save_hostile_accomplice_effect = {
SCHEME = murder
VICTIM = scope:murder_target
}
}
}
}
else_if = {
limit = { hunt_1012_hated_participant_trigger = yes }
var:participant_to_use_1011 = { save_scope_as = murder_target }
}
else = {
scope:activity = {
random_attending_character = {
limit = { has_relation_nemesis = root }
alternative_limit = { has_relation_rival = root }
save_scope_as = murder_target
}
}
}
if = {
limit = {
NOT = { exists = scope:accomplice }
}
random_list = {
10 = {
trigger = {
primary_title = {
has_order_of_succession = election
any_election_candidate = { this = scope:murder_target }
any_elector = {
hunt_elective_accomplice_trigger = {
MURDERER = scope:murder_target
TARGET = root
}
}
}
}
primary_title = {
ordered_elector = {
limit = {
hunt_elective_accomplice_trigger = {
MURDERER = scope:murder_target
TARGET = root
}
}
order_by = intrigue
save_scope_as = accomplice
save_scope_as = elective_accomplice
}
}
}
10 = {
trigger = {
any_targeting_faction = {
hunt_claimant_faction_trigger = {
MURDERER = scope:murder_target
TARGET = root
}
any_faction_member = {
hunt_accomplice_general_trigger = {
MURDERER = scope:murder_target
TARGET = root
}
}
}
}
random_targeting_faction = {
limit = {
hunt_claimant_faction_trigger = {
MURDERER = scope:murder_target
TARGET = root
}
any_faction_member = {
hunt_accomplice_general_trigger = {
MURDERER = scope:murder_target
TARGET = root
}
}
}
ordered_faction_member = {
limit = {
hunt_accomplice_general_trigger = {
MURDERER = scope:murder_target
TARGET = root
}
}
order_by = intrigue
save_scope_as = accomplice
save_scope_as = claimant_accomplice
}
}
}
10 = {As written in game/common/scripted_effects/00_hunt_effects.txt.
The first 120 of its 153 lines; the rest is in game/common/scripted_effects/00_hunt_effects.txt from line 2926.
Where it is used
Every place in common/, events/ and history/ that calls hunt_save_murder_target_effect.
Events (4)
- A Hare in the Hand
hunt.1062 - An Arrow for …
hunt.1012 - Cornering the …
hunt.1003 - The Real Game
hunt.7210
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.