CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

unknown_murder_effect

unknown_murder_effect = { MURDERER = … REASON = … VICTIM = … }

game/common/scripted_effects/00_murder_effects.txt, line 219 (69 lines). Parameters: $MURDERER$, $REASON$, $VICTIM$.

unknown_murder_effect is a scripted effect in Crusader Kings III, written at line 219 of its file. A call passes 3 parameters: MURDERER, REASON and VICTIM. The game's script calls it in 65 places, among them … Absence (event bp1_yearly.8134), … Consequences (event lover.8102) and … Judgment (event religious_interaction.2102). Patch 1.20.1.2, from game/common/scripted_effects/00_murder_effects.txt.

What it does

• 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 (69 lines of game script)
unknown_murder_effect = {
	# Party Baron handling
	if = {
		limit = { $VICTIM$ = { has_character_flag = is_party_baron } }
		set_local_variable = {
			name = murdered_party_baron
			value = yes
		}
	}
	# 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 = minor_unity_loss
			DESC = clan_unity_murder_unknown.desc
			REVERSE_NON_HOUSE_TARGET = no
		}
	}
	else = { # For unlanded characters, we don't care as much, but you still lose some unity
		add_clan_unity_interaction_effect = {
			CHARACTER = $MURDERER$
			TARGET = $VICTIM$
			VALUE = miniscule_unity_loss
			DESC = clan_unity_murder_unknown.desc
			REVERSE_NON_HOUSE_TARGET = no
		}
	}
	$VICTIM$ = {
		#Killed by murder: set this up first to keep the killer hidden.
		hidden_effect = {
			death = {
				killer = $MURDERER$
				death_reason = $REASON$
			}
		}
		# Hide murderer in tooltip
		show_as_tooltip = {
			death = { death_reason = $REASON$ }
		}
	}
	$MURDERER$ = {
		if = {
			limit = { is_alive = yes }
			hidden_effect = {
				add_secret = {
					type = secret_murder
					target = $VICTIM$
				}
			}
			if = {
				limit = { exists = local_var:murdered_party_baron }
				random_secret = {
					type = secret_murder
					limit = {
						secret_target = $VICTIM$
					}
					set_variable = {
						name = murdered_party_baron
						value = yes
					}
				}
			}
		}
	}
}

As written in game/common/scripted_effects/00_murder_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls unknown_murder_effect.

Events (59)

53 more

Scripted effects inside an event file (4)

  • court_ongoing_1110_poison_murder_effect
  • feast_events_ewan_0001_kill_intent_target_effect
  • yearly_1010_abductee_taken_effect
  • yearly_1010_kill_target_effect

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.

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