Scripted effect
murder_success_kill_entourage_too_effect
murder_success_kill_entourage_too_effect = { EXPOSER_REASON_POST = … EXPOSER_REASON_PRE = … KNOWN_UNKNOWN = … SHOW_UNKNOWN_ASSAILANT_TOOLTIP = … }game/common/scripted_effects/00_scheme_scripted_effects.txt, line 12929 (24 lines). Parameters: $EXPOSER_REASON_POST$, $EXPOSER_REASON_PRE$, $KNOWN_UNKNOWN$, $SHOW_UNKNOWN_ASSAILANT_TOOLTIP$.
murder_success_kill_entourage_too_effect is a scripted effect in Crusader Kings III, written at line 12929 of its file. A call passes 4 parameters: EXPOSER_REASON_POST, EXPOSER_REASON_PRE, KNOWN_UNKNOWN and SHOW_UNKNOWN_ASSAILANT_TOOLTIP. The game's script calls it in 1 place, among them murder_success_kill_effect (scripted effect). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
The comment above it in the file
If appropriate, kill off a bunch of the folks travelling with scope:target.
What it does
scope:owner:If
a check the game hides
Then
- Every in list:
If
scope:show_unknown_assailant_tooltip = yes
Then
- … was murdered by an unknown assailant!
$KNOWN_UNKNOWN$_murder_effect = { VICTIM = scope:to_be_killed MURDERER = scope:owner $EXPOSER_REASON_PRE$ = $EXPOSER_REASON_POST$ }
- Every in list:
• 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 (24 lines of game script)
murder_success_kill_entourage_too_effect = {
scope:owner ?= {
if = {
limit = { has_variable_list = entourage_members_to_kill }
save_temporary_scope_value_as = {
name = show_unknown_assailant_tooltip
value = $SHOW_UNKNOWN_ASSAILANT_TOOLTIP$
}
every_in_list = {
variable = entourage_members_to_kill
save_temporary_scope_as = to_be_killed
if = {
limit = { scope:show_unknown_assailant_tooltip = yes }
custom_tooltip = murder_unknown_murder_against_you_was_successful_other
}
$KNOWN_UNKNOWN$_murder_effect = {
VICTIM = scope:to_be_killed
MURDERER = scope:owner
$EXPOSER_REASON_PRE$ = $EXPOSER_REASON_POST$
}
}
}
}
}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_success_kill_entourage_too_effect.
Scripted effects (1)
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.