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

murder_interception_handle_extra_deaths_effect

murder_interception_handle_extra_deaths_effect = { REASON = … VICTIM = … }

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 13114 (17 lines). Parameters: $REASON$, $VICTIM$.

murder_interception_handle_extra_deaths_effect is a scripted effect in Crusader Kings III, written at line 13114 of its file. A call passes 2 parameters: REASON and VICTIM. The game's script calls it in 13 places, among them Murder Intercepter: … (event fp1_shieldmaiden.0021), Murder Intercepter: … (event fp1_shieldmaiden.0022) and Murder Intercepter: Assassin (event murder_save.1003). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.

The comment above it in the file

Process the death result for anyone who dies during the murder interception.

What it does

  • If

    a check the game hides

    Then

    Otherwise

• 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 (17 lines of game script)
murder_interception_handle_extra_deaths_effect = {
	if = {
		limit = { exists = scope:scheme_discovered }
		known_murder_effect = {
			VICTIM = $VICTIM$
			MURDERER = scope:owner
			EXPOSER = scope:target
		}
	}
	else = {
		unknown_murder_effect = {
			VICTIM = $VICTIM$
			MURDERER = scope:owner
			REASON = $REASON$
		}
	}
}

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_interception_handle_extra_deaths_effect.

Events (13)

7 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.

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