Scripted effect
disburse_murder_feast_activity_rewards
disburse_murder_feast_activity_rewards = yesgame/common/scripted_effects/00_activity_effects.txt, line 3854 (306 lines). No parameters.
disburse_murder_feast_activity_rewards is a scripted effect in Crusader Kings III, written at line 3854 of its file. It takes no parameters: disburse_murder_feast_activity_rewards = yes. The game's script calls it in 2 places, among them Feast (activity) and A Happy Ending (event feast.7110). Its body carries 4 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_activity_effects.txt.
What it does
- If has “murder feast liege var” (a variable the game's script sets) › scope:activity › Activity log entry › You: Level of Fame -2
- If has “murder feast head of faith var” (a variable the game's script sets) › scope:activity › Activity log entry › You: Level of Devotion -2
- If has “murder feast entourage murder var” (a variable the game's script sets) › scope:activity:
- Activity log entry › You:
- Dread +35
- Loses 200 Legitimacy
- Gains the modifier “A Grim Supper” for 15 years
- Diplomacy -1
- Hostile Scheme Phase Length 40 days faster per Scheme Phase
- Every guest:
- Activity log entry › You:
- Otherwise:
- If has “murder feast murder failure var” (a variable the game's script sets) › scope:activity › Activity log entry › You:
- Gain -75 Prestige
- Loses 50 Legitimacy
- Else, if does not have “murder feast murder failure var” (a variable the game's script sets) › scope:activity:
- Activity log entry › You:
- Dread +25
- Loses 100 Legitimacy
- Gains the modifier “Schemer Host” for 10 years
- Hostile Scheme Phase Length 20 days faster per Scheme Phase
- Every guest:
- Activity log entry › You:
If
scope:activity:has_activity_option = { category = feast_option_courses option = feast_courses_good }
Then
Else if
scope:activity:has_activity_option = { category = feast_option_courses option = feast_courses_normal }
Then
If
scope:activity:has_activity_option = { category = feast_option_food option = feast_food_good }
Then
- If has “murder feast murder failure var” (a variable the game's script sets) › scope:activity › Activity log entry › You:
pam_vows_of_poverty_host_completion_piety_effect = yes
• 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 (120 lines of game script)
disburse_murder_feast_activity_rewards = {
if = {
limit = {
has_variable = murder_feast_liege_var
}
scope:activity = {
add_activity_log_entry = {
key = murder_feast_liege_kill_tt
tags = { completed }
character = scope:root_scope
show_in_conclusion = yes
score = 50
root = {
add_prestige_level = -2
}
}
}
}
if = {
limit = {
has_variable = murder_feast_head_of_faith_var
}
scope:activity = {
add_activity_log_entry = {
key = murder_feast_hof_kill_tt
tags = { completed }
character = scope:root_scope
show_in_conclusion = yes
score = 50
root = {
add_piety_level = -2
}
}
}
}
if = {
limit = {
rite = { rite_has_tenet = tenet_ritual_celebrations }
}
add_piety = medium_piety_loss
}
if = {
limit = { has_variable = murder_feast_entourage_murder_var } #you've killed EVERYONE
scope:activity = {
add_activity_log_entry = {
key = murder_feast_entourage_kill_tt
tags = { completed }
character = scope:root_scope
show_in_conclusion = yes
score = 50
root = {
add_dread = 35
add_legitimacy = major_legitimacy_loss
add_character_modifier = {
modifier = murder_feast_great_murderer_modifier
years = 15
}
}
}
# # Guest Opinion
every_attending_character = {
limit = {
NOR = {
has_trait = torturer
has_trait = sadistic
has_trait = vengeful
has_trait = callous
}
}
custom = feast_every_guest
add_opinion = {
modifier = suspicion_opinion
target = scope:host
opinion = -10
}
}
}
}
else = { #Rewards for a "normal" feast
if = { #if you failed your attempt it doesn't look great
limit = { has_variable = murder_feast_murder_failure_var }
scope:activity = {
add_activity_log_entry = {
key = murder_feast_failed_tt
tags = { completed }
character = scope:root_scope
show_in_conclusion = yes
score = 50
root = {
add_prestige = minor_prestige_loss
add_legitimacy = minor_legitimacy_loss
}
}
}
}
else_if = { #if you've killed your target you get these
limit = { NOT = { has_variable = murder_feast_murder_failure_var } }
scope:activity = {
add_activity_log_entry = {
key = murder_feast_solo_kill_tt
tags = { completed }
character = scope:root_scope
show_in_conclusion = yes
score = 50
root = {
add_dread = 25
add_legitimacy = medium_legitimacy_loss
add_character_modifier = {
modifier = murder_feast_murderer_modifier
years = 10
}
}
}
# # Guest Opinion
every_attending_character = {As written in game/common/scripted_effects/00_activity_effects.txt.
The first 120 of its 306 lines; the rest is in game/common/scripted_effects/00_activity_effects.txt from line 3854.
Where it is used
Every place in common/, events/ and history/ that calls disburse_murder_feast_activity_rewards.
Activities (1)
Events (1)
- A Happy Ending
feast.7110
Source: game/common/scripted_effects/00_activity_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.