Scripted trigger
give_random_likely_secret_murder_attempt_victim_trigger
give_random_likely_secret_murder_attempt_victim_trigger = yesgame/common/scripted_triggers/00_secret_triggers.txt, line 282 (12 lines). No parameters.
give_random_likely_secret_murder_attempt_victim_trigger is a scripted trigger in Crusader Kings III, written at line 282 of its file. It takes no parameters: give_random_likely_secret_murder_attempt_victim_trigger = yes (or no). The game's script calls it in 1 place, among them give_random_likely_secret_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/00_secret_triggers.txt.
What it checks
- Is played by the AI
scope:murderer:None of these
- Any secret:
secret_target = scope:victim
- Any secret:
• 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 (12 lines of game script)
give_random_likely_secret_murder_attempt_victim_trigger = {
is_ai = yes
save_temporary_scope_as = victim
scope:murderer = {
NOT = {
any_secret = {
type = secret_murder_attempt
secret_target = scope:victim
}
}
}
}As written in game/common/scripted_triggers/00_secret_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls give_random_likely_secret_murder_attempt_victim_trigger.
Scripted effects (1)
Source: game/common/scripted_triggers/00_secret_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.