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

disburse_murder_wedding_host_rewards

disburse_murder_wedding_host_rewards = yes

game/common/scripted_effects/00_activity_effects.txt, line 712 (601 lines). No parameters.

disburse_murder_wedding_host_rewards is a scripted effect in Crusader Kings III, written at line 712 of its file. It takes no parameters: disburse_murder_wedding_host_rewards = yes. The game's script calls it in 2 places, among them Grand Wedding (activity) and Red Dawn (event ep2_wedding.0955). Its body carries 16 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): Level of Fame -3
  • If has “murder feast head of faith var” (a variable the game's script sets): Level of Devotion -3
  • If

    Then

  • If

    • Their rite: The rite has the tenet Ritual Celebrations

    Then

  • If bloody wedding murder is family:
  • Otherwise:
    • If has “bloody murder fail” (a variable the game's script sets):
      • Loses 50 Legitimacy
      • Gain -75 Prestige
      • If

        • scope:activity:
          • has_activity_option = { category = wedding_option_entertainment option = wedding_entertainment_good }

        Then

        • The entertainment offered made an impression on the guests.
        • scope:activity › Activity log entry:

        Else if

        • scope:activity:
          • has_activity_option = { category = wedding_option_entertainment option = wedding_entertainment_normal }

        Then

        • The entertainment offered was deemed acceptable by the guests.
        • scope:activity › Activity log entry › scope:host: Gain +35 Prestige
      • If

        • scope:activity:
          • has_activity_option = { category = wedding_option_food option = wedding_food_good }

        Then

        • All guests were impressed with the food offered.
        • scope:activity › Activity log entry:
          • Every attending character: Opinion: Impressed (+10)
          • Every Guest:
            • If

              • scope:host: Is played by the AI

              Then

              • … gained +15 Opinion with every attending character
            • If

              • scope:spouse_1: Is played by the AI

              Then

              • … gained +15 Opinion with every attending character

        Else if

        • scope:activity:
          • has_activity_option = { category = wedding_option_food option = wedding_food_normal }

        Then

        • The guests appreciated the food offered.
        • scope:activity › Activity log entry › Every attending character: Opinion: Impressed (+5)
      • If

        • scope:activity:
          • has_activity_option = { category = wedding_option_decoration option = wedding_decoration_good }

        Then

        • The magnificence of the wedding venue impressed all guests.
        • scope:activity › Activity log entry › scope:host › Every Courtly Vassal (…):
          • vassal_stance = courtly
          • Opinion: Liege Held Grand Wedding (+10)

        Else if

        • scope:activity:
          • has_activity_option = { category = wedding_option_decoration option = wedding_decoration_normal }

        Then

        • The magnificence of the wedding venue seemed appropriate.
        • scope:activity › Activity log entry › You › Every Courtly Vassal (…):
          • vassal_stance = courtly
          • Opinion: Liege Held Grand Wedding (+5)
    • Else, if all of these hold:
      • Conditions:
        • Does not have “bloody murder fail” (a variable the game's script sets)
        • Bloody wedding murder is not family
      • Then › scope:activity › Activity log entry › scope:host:
    • If

      • scope:activity:
        • has_activity_option = { category = wedding_option_entertainment option = wedding_entertainment_good }

      Then

      • … (more in the script below)
    • … (more in the script below)
  • … (more in the script below)

• 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_wedding_host_rewards = {
	# for the loc
	save_scope_as = root_scope
	if = {
		limit = {
			has_variable = murder_feast_liege_var
		}
		add_prestige_level = -3
	}
	if = {
		limit = {
			has_variable = murder_feast_head_of_faith_var
		}
		add_piety_level = -3
	}
	if = {
		limit = {
			culture = { #if this is a cultural thing, people don't really love it
				has_cultural_tradition = tradition_wedding_ceremonies
			}
		}
		add_prestige = major_prestige_loss
	}
	if = {
		limit = {
			rite = { rite_has_tenet = tenet_ritual_celebrations }
		}
		add_piety = major_piety_loss
	}
	if = {
		limit = { var:bloody_wedding_murder ?= flag:family } #you've killed EVERYONE
		if = {
			limit = {
				rite = { #if you can get excommunicated by kinslaying we do so
					rite_has_parameter = excommunication_active
					NOR = {
						rite_has_doctrine = doctrine_kinslaying_accepted
						rite_has_doctrine = doctrine_kinslaying_shunned
					}
				}
			}
			add_trait_force_tooltip = excommunicated
			scope:activity = {
				add_activity_log_entry = {
					key = host_bloody_wedding_excommunication
					tags = { completed }
					show_in_conclusion = yes
					character = scope:host

					scope:host = {
						add_excommunication_actual_effect_5_years_version = yes
					}
				}
			}
		}
		else = {
			add_piety_level = -1
		}
		scope:activity = {
			add_activity_log_entry = {
				key = host_bloody_wedding_family_kill
				tags = { completed }
				# this line below adds the entry to the Effects section of the conclusion UI
				show_in_conclusion = yes
				character = scope:host

				scope:host = {
					add_dread = monumental_dread_gain
					add_legitimacy = major_legitimacy_loss
					add_character_modifier = {
						modifier = gwedding_hosted_murder_wedding_modifier
						years = 15
					}
					set_variable = just_widowed_var
				}
			}
		}
	}
	else = { #Rewards for a "normal" feast
		if = { #if you failed your attempt it doesn't look great
			limit = { has_variable = bloody_murder_fail }
			add_legitimacy = minor_legitimacy_loss
			add_prestige = minor_prestige_loss
			if = {
				limit = {
					scope:activity = {
						has_activity_option = {
							category = wedding_option_entertainment
							option = wedding_entertainment_good
						}
					}
				}
				custom_tooltip = host_wedding_entertainment_good
				scope:activity = {
					add_activity_log_entry = {
						key = host_wedding_entertainment_good
						tags = { completed }
						score = 100
						# this line below adds the entry to the Effects section of the conclusion UI
						show_in_conclusion = yes
						character = scope:host

						scope:host = {
							add_prestige = minor_prestige_gain
						}
						every_attending_character = {
							limit = {
								NOR = {
									this = scope:host
									this = scope:spouse_1
								}
							}
							custom = custom.every_activity_guest
							add_prestige = minor_prestige_gain
						}
					}
				}
			}
			else_if = {
				limit = {

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

The first 120 of its 601 lines; the rest is in game/common/scripted_effects/00_activity_effects.txt from line 712.

Where it is used

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

Activities (1)

Events (1)

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.

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