Scripted effect
known_murder_effect
known_murder_effect = { EXPOSER = … MURDERER = … VICTIM = … }game/common/scripted_effects/00_murder_effects.txt, line 346 (121 lines). Parameters: $EXPOSER$, $MURDERER$, $VICTIM$.
known_murder_effect is a scripted effect in Crusader Kings III, written at line 346 of its file. A call passes 3 parameters: EXPOSER, MURDERER and VICTIM. The game's script calls it in 17 places, among them … Judgment (event religious_interaction.2102), ... Will Emerge (event feast_default.1018) and A Spear for … (event hunt.1007). Patch 1.20.1.2, from game/common/scripted_effects/00_murder_effects.txt.
The comment above it in the file
Exposer can be another character, or the murderer themselves if no specific character makes sense
What it does
Otherwise
$VICTIM$ = { … }$MURDERER$ = { … }murder_consequences_known_or_exposed_effect = { MURDERER = $MURDERER$ VICTIM = $VICTIM$ POV = root }house_feud_murder_effect = { VICTIM = $VICTIM$ MURDERER = $MURDERER$ }
• 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 (120 lines of game script)
known_murder_effect = {
$VICTIM$ = { save_scope_as = victim_scope }
$MURDERER$ = { save_scope_as = murderer_scope }
hidden_effect = {
if = {
limit = { $VICTIM$ = { has_character_flag = is_party_baron } }
set_local_variable = {
name = murdered_party_baron
value = yes
}
}
}
# If we're a clan this affects unity
if = {
limit = { # If the victim is landed
$VICTIM$ = { is_landed = yes }
}
add_clan_unity_interaction_effect = {
CHARACTER = $MURDERER$
TARGET = $VICTIM$
VALUE = medium_unity_loss
DESC = clan_unity_murder.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
else = { # For unlanded characters, we don't care as much, but you still lose some unity
add_clan_unity_interaction_effect = {
CHARACTER = $MURDERER$
TARGET = $VICTIM$
VALUE = minor_unity_loss
DESC = clan_unity_murder.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
$VICTIM$ = {
every_close_family_member = {
limit = {
NOR = {
this = $MURDERER$
is_scheming_against = {
target = $VICTIM$
type = murder
}
has_any_bad_relationship_with_character_trigger = { CHARACTER = $VICTIM$ }
trigger_if = {
limit = { exists = scope:scheme }
scope:scheme = { scheme_is_character_agent = prev }
}
}
opinion = {
target = $VICTIM$
value > -50
}
}
hidden_effect = {
random = {
chance = 25
modifier = {
factor = 2
has_trait = wrathful
}
modifier = {
factor = 2
has_trait = vengeful
}
modifier = {
factor = 2
has_any_good_relationship_with_character_trigger = { CHARACTER = $VICTIM$ }
}
modifier = {
factor = 2
OR = {
is_parent_of = $VICTIM$
is_child_of = $VICTIM$
}
}
trigger_event = {
id = bp1_yearly.8050
days = 15
}
}
}
}
death = {
death_reason = death_murder
killer = $MURDERER$
}
hidden_effect = { set_killer_public = yes }
}
$MURDERER$ = {
hidden_effect = {
add_secret = {
type = secret_murder
target = $VICTIM$
}
random_secret = {
type = secret_murder
limit = {
secret_target = $VICTIM$
}
set_variable = {
name = known_murder
value = yes
}
save_scope_as = secret
expose_secret = $EXPOSER$
}
}
}
show_as_tooltip = {
murder_consequences_known_or_exposed_effect = {
MURDERER = $MURDERER$
VICTIM = $VICTIM$
POV = root
}
}
# Family Feud
house_feud_murder_effect = { VICTIM = $VICTIM$ MURDERER = $MURDERER$ }As written in game/common/scripted_effects/00_murder_effects.txt.
The first 120 of its 121 lines; the rest is in game/common/scripted_effects/00_murder_effects.txt from line 346.
Where it is used
Every place in common/, events/ and history/ that calls known_murder_effect.
Character interactions (1)
- Make them a hardened Criminal
Events (14)
- … Judgment
religious_interaction.2102 - ... Will Emerge
feast_default.1018 - A Spear for …
hunt.1007 - Challenge Met: House …
fp3_misc_decisions.0041 - Challenge Met: House …
fp3_misc_decisions.0043 - Down to Bottomless Perdition
chariot_race.4051
8 more
- Down...
chariot_race.4050 - Mental Break: Wrongdoing
stress_threshold.3101 - Not Too Well
ep2_wedding.2020 - On the Warpath
feast_default.1011 - Protector
feast_default.1013 - Romance: The Wild Hunt
court_outcome.1005 - Show Them Who You Are
intrigue_dread.2301 - The Duelist Returns
yearly.1051
Scripted effects (2)
Source: game/common/scripted_effects/00_murder_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.