Interaction · Hostile actions
Murder (Scheme)
Attempt to murder the recipient
What you need
You
To send it
can_start_scheme = { type = murder target_character = scope:recipient }If
- You: Has “no scheming allowed var” (a variable the game's script sets)
Then
- You and … promised to not start Hostile Schemes against each other until …
To see it in the menu
- The target is not you
Not all of these
- Game rule set to “No Players”
- You: Is played by a person
- The character you target: Is played by a person
Not all of these
- Game rule set to “No Player Families”
- You: Is played by a person
- The character you target:
One of these
- Is played by a person
or
Any close family member:All of these
- Is played by a person
this != scope:actor
The character you target
- Does not have a Strong Hook on you
Murder (Scheme) is a hostile character interaction in Crusader Kings III. The character you target needs: Does not have a Strong Hook on you. Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/00_scheme_interactions.txt.
Quick answers (2)
- What are the requirements for Murder (Scheme) in CK3?
- The character you target: Does not have a Strong Hook on you. (patch 1.20.1.2)
- Will the AI accept Murder (Scheme)?
- Yes: it is accepted automatically.
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
If
NOT = { has_fulfillment_parameter = sp_murder_yields_no_sp_or_stress_loss }
Then
- Stress and fulfillment impact: by trait: Compassionate +80, Honest +40, Just +40
If
- The option “agent focus success” is chosen
Then
- Start the Murder scheme against the target
- The new scheme:
add_agent_slot = agent_assassinadd_agent_slot = agent_thugadd_agent_slot = agent_infiltratoradd_agent_slot = agent_alibiIf
- The scheme launcher: Is played by the AI
Then
auto_assign_scheme_agents = yes
If
a check the game hides
Then
expose_scheme_to = scope:scheme_launcher.puppeteer
Else if
- The option “agent focus speed” is chosen
Then
- Start the Murder scheme against the target
- The new scheme:
add_agent_slot = agent_infiltratoradd_agent_slot = agent_footpadadd_agent_slot = agent_assassinadd_agent_slot = agent_alibiIf
- The scheme launcher: Is played by the AI
Then
auto_assign_scheme_agents = yes
If
a check the game hides
Then
expose_scheme_to = scope:scheme_launcher.puppeteer
Else if
- The option “agent focus secrecy” is chosen
Then
- Start the Murder scheme against the target
- The new scheme:
add_agent_slot = agent_alibiadd_agent_slot = agent_lookoutadd_agent_slot = agent_assassinadd_agent_slot = agent_infiltratorIf
- The scheme launcher: Is played by the AI
Then
auto_assign_scheme_agents = yes
If
a check the game hides
Then
expose_scheme_to = scope:scheme_launcher.puppeteer
Otherwise
- Start the Murder scheme against the target
- The new scheme:
add_agent_slot = agent_assassinadd_agent_slot = agent_infiltratoradd_agent_slot = agent_footpadadd_agent_slot = agent_alibiIf
- The scheme launcher: Is played by the AI
Then
auto_assign_scheme_agents = yes
If
a check the game hides
Then
expose_scheme_to = scope:scheme_launcher.puppeteer
- If feast events ewan 0001 bonus value is scope:recipient › One random scheme:
- Where:
scheme_target_character = scope:recipient
add_scheme_modifier = { type = feast_learnt_habits_modifier }
- Where:
• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists
Who can use it and sees it (is_available, is_shown) (28 lines of game script)
is_shown = exists = scope:puppet_or_actor
scope:recipient != scope:puppet_or_actor
NAND = {
has_game_rule = no_players_multiplayer_murder_schemes
scope:actor = {
is_ai = no
}
scope:recipient = {
is_ai = no
}
}
NAND = {
has_game_rule = no_player_families_multiplayer_murder_schemes
scope:actor = {
is_ai = no
}
scope:recipient = {
OR = {
is_ai = no
any_close_family_member = {
AND = {
is_ai = no
this != scope:actor
}
}
}
}
}As written in game/common/character_interactions/00_scheme_interactions.txt.
Can be sent when (is_valid…) (33 lines of game script)
scope:puppet_or_actor = {
can_start_scheme = {
type = murder
target_character = scope:recipient
}
}
scope:recipient = {
NOT = {
has_strong_hook = scope:puppet_or_actor
}
}
trigger_if = {
limit = {
scope:puppet_or_actor = {
has_government = landless_adventurer_government
}
}
ep3_laamp_diplo_range_trigger = {
TARGET = scope:recipient
LAAMP = scope:puppet_or_actor
}
}
trigger_if = {
limit = {
scope:puppet_or_actor = {
has_variable = no_scheming_allowed_var
}
}
custom_tooltip = {
text = no_scheming_allowed_var_tt
scope:puppet_or_actor.var:no_scheming_allowed_var != scope:recipient
}
}As written in game/common/character_interactions/00_scheme_interactions.txt.
Effects (on_send, on_accept, on_decline) (117 lines of game script)
on_send = scope:puppet_or_actor = {
if = {
limit = {
OR = {
has_character_modifier = pam_granted_indulgences_modifier
has_character_modifier = pam_granted_indulgences_modifier_small
}
}
change_spiritual_fulfillment = major_spiritual_fulfillment_loss
}
}
on_accept = scope:puppet_or_actor = {
if = {
limit = {
NOT = {
has_fulfillment_parameter = sp_murder_yields_no_sp_or_stress_loss
}
}
stress_and_fulfillment_impact = {
compassionate = major_stress_impact_gain
honest = medium_stress_impact_gain
just = medium_stress_impact_gain
}
}
send_interface_toast = {
type = event_toast_effect_neutral
title = start_murder_interaction_notification
left_icon = scope:puppet_or_actor
right_icon = scope:recipient
if = {
limit = {
scope:agent_focus_success ?= yes
}
begin_scheme_with_agents_effect = {
SCHEME_TYPE = murder
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
AGENT_1 = agent_assassin
AGENT_2 = agent_assassin
AGENT_3 = agent_thug
AGENT_4 = agent_infiltrator
AGENT_5 = agent_alibi
}
}
else_if = {
limit = {
scope:agent_focus_speed ?= yes
}
begin_scheme_with_agents_effect = {
SCHEME_TYPE = murder
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
AGENT_1 = agent_infiltrator
AGENT_2 = agent_infiltrator
AGENT_3 = agent_footpad
AGENT_4 = agent_assassin
AGENT_5 = agent_alibi
}
}
else_if = {
limit = {
scope:agent_focus_secrecy ?= yes
}
begin_scheme_with_agents_effect = {
SCHEME_TYPE = murder
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
AGENT_1 = agent_alibi
AGENT_2 = agent_alibi
AGENT_3 = agent_lookout
AGENT_4 = agent_assassin
AGENT_5 = agent_infiltrator
}
}
else = {
begin_scheme_with_agents_effect = {
SCHEME_TYPE = murder
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
AGENT_1 = agent_assassin
AGENT_2 = agent_assassin
AGENT_3 = agent_infiltrator
AGENT_4 = agent_footpad
AGENT_5 = agent_alibi
}
}
}
if = {
limit = {
var:feast_events_ewan_0001_bonus_value ?= scope:recipient
}
random_scheme = {
type = murder
limit = {
scheme_target_character = scope:recipient
}
add_scheme_modifier = {
type = feast_learnt_habits_modifier
}
}
remove_variable = feast_events_ewan_0001_bonus_value
}
}
if = {
limit = {
scope:is_puppet_action ?= yes
scope:actor != scope:recipient
}
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_murder_interaction_notification_puppeteer
left_icon = scope:puppet_or_actor
right_icon = scope:recipient
}
}
}As written in game/common/character_interactions/00_scheme_interactions.txt.
- Category
- Hostile actions
- Starts the scheme
- Murder
- In the menu
- main list
- ID
start_murder_interaction
Source: game/common/character_interactions/00_scheme_interactions.txt and the English localisation, Crusader Kings III 1.20.1.2. “You” is the character who sends it (scope:actor, or a puppet acting for you); “the character you target” is the recipient.