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.