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

murder_consequences_known_or_exposed_apply_dread_effect

murder_consequences_known_or_exposed_apply_dread_effect = { VICTIM = … }

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 12743 (36 lines). Parameters: $VICTIM$.

murder_consequences_known_or_exposed_apply_dread_effect is a scripted effect in Crusader Kings III, written at line 12743 of its file. A call passes 1 parameter: VICTIM. The game's script calls it in 2 places, among them murder_consequences_known_or_exposed_effect (scripted effect) and scheme_owner_pov_murder_success_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.

The comment above it in the file

Give out the appropriate amount of dread when it's discovered the scoped char murdered someone.

What it does

  • If

    a check the game hides

    Then

    • If

      • One of these

        • is_close_family_of = $VICTIM$
        • or

          $VICTIM$ = { … }

      Then

      • Dread +30

      Else if

      • $VICTIM$ = { … }

      Then

      • Dread +20

      Otherwise

      • Dread +10

• 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 (36 lines of game script)
murder_consequences_known_or_exposed_apply_dread_effect = {
	# Don't apply this twice if it's gone out earlier in the chain.
	if = {
		limit = {
			NOT = { exists = scope:murderer_dread_applied }
		}
		# Murdered own close family, king/emperor, or family of king/emperor.
		if = {
			limit = {
				OR = {
					is_close_family_of = $VICTIM$
					$VICTIM$ = {
						tier_or_related_liege_tier_greater_or_equal_trigger = { TIER = tier_kingdom }
					}
				}
			}
			add_dread = major_dread_gain
		}
		# Murdered close family of duke/count.
		else_if = {
			limit = {
				$VICTIM$ = {
					tier_or_related_liege_tier_greater_or_equal_trigger = { TIER = tier_county }
				}
			}
			add_dread = medium_dread_gain
		}
		# Murdered just... some guy. Just a person. Just a lil dude.
		else = { add_dread = minor_dread_gain }
		# And flag that we've gone through this.
		save_scope_value_as = {
			name = murderer_dread_applied
			value = yes
		}
	}
}

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

Where it is used

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

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

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