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

murder_success_kill_effect

murder_success_kill_effect = { REASON = … }

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 12866 (61 lines). Parameters: $REASON$.

murder_success_kill_effect is a scripted effect in Crusader Kings III, written at line 12866 of its file. A call passes 1 parameter: REASON. The game's script calls it in 17 places, among them Shedding This Mortal Coil (event murder_outcome_reworked.0002), Shedding This Mortal Coil (event murder_outcome_reworked.0012) and Shedding This Mortal Coil (event murder_outcome_reworked.0022). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.

The comment above it in the file

Actually kill scope:target.

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 (61 lines of game script)
murder_success_kill_effect = {
	# If the scheme was discovered, reveal the murderer immediately.
	if = {
		limit = { exists = scope:scheme_discovered }
		# Kill the target.
		known_murder_effect = {
			VICTIM = scope:target
			MURDERER = scope:owner
			EXPOSER = scope:murder_exposer
		}
		# Kill them. Kill them all.
		murder_success_kill_entourage_too_effect = {
			KNOWN_UNKNOWN = known
			EXPOSER_REASON_PRE = EXPOSER
			EXPOSER_REASON_POST = scope:murder_exposer
			SHOW_UNKNOWN_ASSAILANT_TOOLTIP = no
		}
	}
	# Otherwise, we process this anonymously.
	else = {
		# For scope:owner, we only show the effects as tooltips.
		if = {
			limit = { this = scope:owner }
			show_as_tooltip = {
				unknown_murder_effect = {
					VICTIM = scope:target
					MURDERER = scope:owner
					REASON = $REASON$
				}
			}
			# Kill them. Kill them all.
			show_as_tooltip = {
				murder_success_kill_entourage_too_effect = {
					KNOWN_UNKNOWN = unknown
					EXPOSER_REASON_PRE = REASON
					EXPOSER_REASON_POST = death_mysterious
					SHOW_UNKNOWN_ASSAILANT_TOOLTIP = no
				}
			}
		}
		# Whereas for the target, we process the whole lot.
		else_if = {
			limit = { this = scope:target }
			custom_tooltip = murder_unknown_murder_against_you_was_successful
			hidden_effect = {
				unknown_murder_effect = {
					VICTIM = scope:target
					MURDERER = scope:owner
					REASON = $REASON$
				}
			}
			# Kill them. Kill them all.
			murder_success_kill_entourage_too_effect = {
				KNOWN_UNKNOWN = unknown
				EXPOSER_REASON_PRE = REASON
				EXPOSER_REASON_POST = death_mysterious
				SHOW_UNKNOWN_ASSAILANT_TOOLTIP = yes
			}
		}
	}
}

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_success_kill_effect.

Events (16)

10 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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