CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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 $EXPOSER_REASON_PRE$ = $EXPOSER_REASON_POST$ }

• 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.

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