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

give_random_likely_secret_murder_attempt_victim_trigger

give_random_likely_secret_murder_attempt_victim_trigger = yes

game/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

• 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.

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.

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