CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

murder_failure_effect

murder_failure_effect = yes

game/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

• 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)

37 more

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.

Spotted a mistake on this page?