CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

make_criminal_effect

make_criminal_effect = yes

game/common/scripted_effects/00_interaction_effects.txt, line 5316 (70 lines). No parameters.

make_criminal_effect is a scripted effect in Crusader Kings III, written at line 5316 of its file. It takes no parameters: make_criminal_effect = yes. The game's script calls it in 2 places, among them Poachers! (event tour_grounds_events.3012) and Make them a hardened Criminal (interaction). Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_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 (70 lines of game script)
make_criminal_effect = {
	random_list = {
		10 = {
			trigger = {
				trait_is_criminal_in_rite_trigger = {
					TRAIT = trait:adulterer
					GENDER_CHARACTER = root
					RITE = root.rite
				}
				NOT = { has_trait = adulterer }
			}
			add_trait = adulterer
		}
		10 = {
			trigger = {
				trait_is_criminal_in_rite_trigger = {
					TRAIT = trait:kinslayer_3
					GENDER_CHARACTER = root
					RITE = root.rite
				}
				NOT = { has_trait = kinslayer_3 }
			}
			add_trait = kinslayer_3
		}
		10 = {
			trigger = {
				trait_is_criminal_in_rite_trigger = {
					TRAIT = trait:witch
					GENDER_CHARACTER = root
					RITE = root.rite
				}
				NOT = { has_trait = witch }
			}
			add_trait = witch
		}
		10 = {
			trigger = {
				trait_is_criminal_in_rite_trigger = {
					TRAIT = trait:cannibal
					GENDER_CHARACTER = root
					RITE = root.rite
				}
				NOT = { has_trait = cannibal }
			}
			add_trait = cannibal
		}
		10 = {
			trigger = {
				trait_is_criminal_in_rite_trigger = {
					TRAIT = trait:deviant
					GENDER_CHARACTER = root
					RITE = root.rite
				}
				NOT = { has_trait = deviant }
			}
			add_trait = deviant
		}
		10 = {
			trigger = {
				trait_is_criminal_in_rite_trigger = {
					TRAIT = trait:fornicator
					GENDER_CHARACTER = root
					RITE = root.rite
				}
				NOT = { has_trait = fornicator }
			}
			add_trait = fornicator
		}
	}
}

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

Where it is used

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

Character interactions (1)

  • Make them a hardened Criminal

Events (1)

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

Spotted a mistake on this page?