Scripted effect
disburse_murder_wedding_host_rewards
disburse_murder_wedding_host_rewards = yesgame/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 bloody wedding murder is family:
If
- Their rite:
- The rite has Spiritual Heads of Faith may Excommunicate other characters of their Faith
- Does not have the Accepted Doctrine
- Does not have the Shunned Doctrine
Then
add_trait_force_tooltip = excommunicated- scope:activity › Activity log entry › scope:host:
Otherwise
- Their rite:
- scope:activity › Activity log entry › scope:host:
- Dread +70
- Loses 200 Legitimacy
- Gains the modifier “Distrustful Host” for 15 years
- Dread Decay -25%
- Diplomacy -8
- 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
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:
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
Else if
scope:activity:has_activity_option = { category = wedding_option_decoration option = wedding_decoration_normal }
Then
- 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:
- Dread +50
- Loses 100 Legitimacy
- Gains the modifier “Distrustful Host” for 10 years
- Dread Decay -25%
- Diplomacy -8
- Conditions:
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)
- If has “bloody murder fail” (a variable the game's script sets):
- … (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)
- Red Dawn
ep2_wedding.0955
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.