CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

rooftop_murder_lure_for_child_effect

rooftop_murder_lure_for_child_effect = yes

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 13154 (44 lines). No parameters.

rooftop_murder_lure_for_child_effect is a scripted effect in Crusader Kings III, written at line 13154 of its file. It takes no parameters: rooftop_murder_lure_for_child_effect = yes. The game's script calls it in 3 places, among them Defenseless (event murder_outcome_reworked.4043), Fall From Grace (event murder_outcome_reworked.4041) and Murder Intercepter: … (event fp1_shieldmaiden.0021). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.

The comment above it in the file

If trying to lure a child to push off a roof, try to pick something tangible to tempt them with.
The things I do for script hygiene.

What it does

  • 1 of 4 things will happen:
    • 33%: Nothing else happens
    • 33%: Nothing else happens
    • 33%: Nothing else happens
    • 1%: Nothing else happens

• 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 (44 lines of game script)
rooftop_murder_lure_for_child_effect = {
	random_list = {
		# Dog.
		25 = {
			trigger = {
				scope:target = { any_owned_story = { type = story_cycle_pet_dog } }
			}
			save_scope_value_as = {
				name = child_pushed_dog
				value = yes
			}
		}
		# Cat.
		## You monster.
		25 = {
			trigger = {
				scope:target = { any_owned_story = { type = story_cycle_pet_cat } }
			}
			save_scope_value_as = {
				name = child_pushed_cat
				value = yes
			}
			random = {
				chance = 60
				save_scope_value_as = {
					name = cat_survives
					value = yes
				}
			}
		}
		# Toy.
		25 = {
			trigger = {
				scope:target = { has_variable = child_toy_variable }
			}
			save_scope_value_as = {
				name = child_pushed_toy
				value = yes
			}
		}
		# Else nothing.
		1 = {}
	}
}

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 rooftop_murder_lure_for_child_effect.

Events (3)

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.

Spotted a mistake on this page?