Scripted effect
murder_failure_effect
murder_failure_effect = yesgame/common/scripted_effects/00_scheme_scripted_effects.txt, line 12955 (76 lines). No parameters.
murder_failure_effect is a scripted effect in Crusader Kings III, written at line 12955 of its file. It takes no parameters: murder_failure_effect = yes. The game's script calls it in 43 places, among them … and Peasants (event murder_outcome_reworked.0043), A Cask of Wine (event murder_outcome_reworked.0053) and A Cask of Wine (event murder_outcome_reworked.0073). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
The comment above it in the file
Distribute murder failure effects.
What it does
scope:target:- Gains the modifier “Watchful” for 730 days
- Enemy Hostile Scheme Phase Length 40 days slower per Scheme Phase
- Enemy hostile scheme success chance max -10%
- Gains the modifier “Watchful” for 730 days
If
a check the game hides
Then
Otherwise
- scope:owner: Dread +10
attempted_murder_opinion_effect = { VICTIM = scope:target MURDERER = scope:owner }
Otherwise
If
a check the game hides
Then
scope:owner:add_secret = { type = secret_murder_attempt target = scope:target }
scope:owner:If
- Any owned story: Imaginary friend murder target is scope:target
Then
- Event bp2_yearly.2024 (after 4 days)
• 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 (76 lines of game script)
murder_failure_effect = {
# Add Watchful Modifier to the target
scope:target = {
add_character_modifier = {
modifier = watchful_modifier
days = watchful_modifier_duration
}
}
# If the attempt was discovered, process the consequences of that.
if = {
limit = { exists = scope:scheme_discovered }
# If we're a clan this affects unity
## Landed victims cost more unity.
if = {
limit = {
scope:target = { is_landed = yes }
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:owner
TARGET = scope:target
VALUE = medium_unity_loss
DESC = clan_unity_murder_attempted.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
## For unlanded characters, we don't care as much, but you still lose some.
else = {
add_clan_unity_interaction_effect = {
CHARACTER = scope:owner
TARGET = scope:target
VALUE = minor_unity_loss
DESC = clan_unity_murder_attempted.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
## Tag scope:owner with a separate scope for portraits...
scope:owner = {
save_scope_as = owner_to_reveal
# ... and apply a little dread.
add_dread = minor_dread_gain
}
## Point out that yeah, attempted murder will sour someone's opinion of you.
attempted_murder_opinion_effect = {
VICTIM = scope:target
MURDERER = scope:owner
}
}
# Otherwise, we just add a murder attempt secret.
else = {
# Make sure we don't inadvertently reveal the scheme to the target.
if = {
limit = { this = scope:owner }
scope:owner = {
add_secret = {
type = secret_murder_attempt
target = scope:target
}
}
}
}
# Lastly, if our imaginary friend put us up to this, then we address that.
scope:owner = {
if = {
limit = {
any_owned_story = {
type = story_cycle_imaginary_friend
var:imaginary_friend_murder_target ?= scope:target
}
}
trigger_event = {
id = bp2_yearly.2024
days = 4
}
}
}
}As written in game/common/scripted_effects/00_scheme_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls murder_failure_effect.
Events (43)
- … and Peasants
murder_outcome_reworked.0043 - A Cask of Wine
murder_outcome_reworked.0053 - A Cask of Wine
murder_outcome_reworked.0073 - A Meal to Die For
murder_outcome_reworked.0023 - A Mercy
murder_outcome_reworked.8003 - Accosted
murder_outcome_reworked.0013
37 more
- An Attempt on My Life!
murder_outcome_reworked.0004 - An Attempt on My Life!
murder_outcome_reworked.0014 - An Attempt on My Life!
murder_outcome_reworked.0024 - An Attempt on My Life!
murder_outcome_reworked.0034 - An Attempt on My Life!
murder_outcome_reworked.0044 - An Attempt on My Life!
murder_outcome_reworked.0054 - An Attempt on My Life!
murder_outcome_reworked.0064 - An Attempt on My Life!
murder_outcome_reworked.0074 - An Unwelcome Guest
murder_outcome_reworked.7013 - Assassin!
murder_outcome_reworked.0003 - Defenseless
murder_outcome_reworked.4013 - Defenseless
murder_outcome_reworked.4023 - Defenseless
murder_outcome_reworked.4033 - Defenseless
murder_outcome_reworked.4043 - Forgotten in the Dark
murder_outcome_reworked.7003 - In Choppy Waters
murder_outcome_reworked.0063 - Murder Intercepter: …
fp1_shieldmaiden.0021 - Murder Intercepter: Accosted
murder_save.0004 - Murder Intercepter: Alarm Raised
murder_save.0005 - Murder Intercepter: Assassin
murder_save.0003 - Murder Intercepter: Bodyguard
court_position.9021 - Murder Intercepter: Cup-Bearer
court_position.9011 - Murder Intercepter: Family Connections
murder_save.0009 - Murder Intercepter: Foiled by Love
murder_save.0001 - Murder Intercepter: Food Taster
court_position.9001 - Murder Intercepter: Furry Guardian
murder_save.0007 - Murder Intercepter: Furry Guardian
murder_save.0008 - Murder Intercepter: Grave Comprehension
murder_save.0014 - Murder Intercepter: Guardians
murder_save.0006 - Murder Intercepter: Love …
murder_save.0002 - Murder Intercepter: The Gourmet Nose
murder_save.0013 - Murder Intercepter: The Hungry Cat
murder_save.0011 - Murder Intercepter: The Hungry Dog
murder_save.0012 - Murder Intercepter: The Timely Artifact
murder_save.0015 - Murder Intercepter: Varangians
murder_save.0010 - The Path Home
murder_outcome_reworked.4003 - Uninvited
murder_outcome_reworked.0033
Source: game/common/scripted_effects/00_scheme_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.