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.
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.