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

murder_consequences_known_or_exposed_effect

murder_consequences_known_or_exposed_effect = { MURDERER = … POV = … VICTIM = … }

game/common/scripted_effects/00_murder_effects.txt, line 3 (114 lines). Parameters: $MURDERER$, $POV$, $VICTIM$.

murder_consequences_known_or_exposed_effect is a scripted effect in Crusader Kings III, written at line 3 of its file. A call passes 3 parameters: MURDERER, POV and VICTIM. The game's script calls it in 2 places, among them known_murder_effect (scripted effect) and secret_exposed_owner_effects_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_murder_effects.txt.

What it does

  • $MURDERER$ = { … }
  • If

    • $VICTIM$ = { is_vip_struggle_character = yes }
    • $MURDERER$ = { … }

    Then

    • $MURDERER$ = { … }

• 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 (114 lines of game script)
murder_consequences_known_or_exposed_effect = {
	$MURDERER$ = {
		###ADD TRAITS###
		#Force tooltip is used for everyone but POV to make sure expose secret events looks right for everyone, even though the trait can only be added once. Kinslayer works the same way.
		add_trait_only_force_tooltip_if_not_pov_effect = { TRAIT = murderer POV = $POV$ }
		add_kinslayer_trait_or_nothing_effect = { VICTIM = $VICTIM$ }
		
		# Add piety penalty if the murder was unjust
		if = {
			limit = {
				NOR = {
					any_close_family_member = {
						even_if_dead = yes
						killer ?= $VICTIM$
					}
					any_spouse = {
						even_if_dead = yes
						killer ?= $VICTIM$
					}
					AND = {
						rite = { rite_has_parameter = sanctioned_assassinations } #this checks that assassins don't get piety loss for killing unbelievers
						NOT = { faith = $VICTIM$.faith }
					}
				}		
			}
			add_piety = medium_piety_loss
		}
		
		# 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
			}
		}
		# For unlanded characters, we don't care as much, but you still lose some unity
		else = {
			add_clan_unity_interaction_effect = {
				CHARACTER = $MURDERER$
				TARGET = $VICTIM$
				VALUE = minor_unity_loss
				DESC = clan_unity_murder.desc
				REVERSE_NON_HOUSE_TARGET = no
			}
		}

		# Family Feud
		house_feud_murder_effect = { VICTIM = $VICTIM$ MURDERER = $MURDERER$ }

		# Opinion and dread: we only show this for the murderer.
		if = {
			limit = { this = $POV$ }
			murder_consequences_known_or_exposed_apply_dread_effect = { VICTIM = $VICTIM$ }
			murder_opinion_effect = { VICTIM = $VICTIM$ MURDERER = $MURDERER$ }
		}
		# There are some things you just shouldn't do
		show_as_tooltip = {
			if = {
				limit = {
					$VICTIM$ = { has_character_flag = is_party_baron }
				}
				add_character_modifier = { modifier = party_baron_murdered_the_joy_of_life_modifier }
			}
		}
		hidden_effect = {
			if = {
				limit = {
					OR = {
						exists = local_var:murdered_party_baron
						exists = scope:secret.var:murdered_party_baron
					}
				}
				add_character_modifier = { modifier = party_baron_murdered_the_joy_of_life_modifier }
			}
		}
	}

	# Struggle Catalysts.
	if = {
		limit = {
			$VICTIM$ = { is_vip_struggle_character = yes }
			$MURDERER$ = {
				any_character_struggle = {
					involvement = involved
					activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
						CATALYST = catalyst_discovery_of_very_important_murder
						CHAR = $VICTIM$
					}
				}
			}
		}
		$MURDERER$ = {
			every_character_struggle = {
				involvement = involved
				limit = {
					activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
						CATALYST = catalyst_discovery_of_very_important_murder
						CHAR = $VICTIM$
					}
				}
				activate_struggle_catalyst = {
					catalyst = catalyst_discovery_of_very_important_murder
					character = $MURDERER$
				}
			}
		}
	}
}

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

Where it is used

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

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.

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