Scripted effect
murder_consequences_known_or_exposed_hidden_opinion_effect
murder_consequences_known_or_exposed_hidden_opinion_effect = { MURDERER = … POV = … VICTIM = … }game/common/scripted_effects/00_murder_effects.txt, line 118 (100 lines). Parameters: $MURDERER$, $POV$, $VICTIM$.
murder_consequences_known_or_exposed_hidden_opinion_effect is a scripted effect in Crusader Kings III, written at line 118 of its file. A call passes 3 parameters: MURDERER, POV and VICTIM. The game's script calls it in 1 place, among them known_murder_hidden_opinion_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 (100 lines of game script)
murder_consequences_known_or_exposed_hidden_opinion_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 = $VICTIM$ }
if = { #Add piety penalty if the murder was unjust
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
}
# Family Feud
house_feud_murder_effect = { VICTIM = $VICTIM$ MURDERER = $MURDERER$ }
###OPINION AND DREAD###
#Hide this from POV if they're not the murderer
if = {
limit = { this = $POV$ }
add_dread = 15
hidden_effect = {
murder_opinion_effect = { VICTIM = $VICTIM$ MURDERER = $MURDERER$ }
}
}
else = {
hidden_effect = {
add_dread = 15
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_hidden_opinion_effect.
Scripted effects (1)
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.