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
If
a check the game hides
Then
known_murder_effect = { VICTIM = scope:target MURDERER = scope:owner EXPOSER = scope:murder_exposer }murder_success_kill_entourage_too_effect = { … }
Otherwise
If
a check the game hides
Then
unknown_murder_effect = { VICTIM = scope:target MURDERER = scope:owner REASON = $REASON$ }murder_success_kill_entourage_too_effect = { … }
Else if
a check the game hides
Then
- You were murdered by an unknown assailant!
murder_success_kill_entourage_too_effect = { … }
• 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)
- Shedding This Mortal Coil
murder_outcome_reworked.0002 - Shedding This Mortal Coil
murder_outcome_reworked.0012 - Shedding This Mortal Coil
murder_outcome_reworked.0022 - Shedding This Mortal Coil
murder_outcome_reworked.0032 - Shedding This Mortal Coil
murder_outcome_reworked.0042 - Shedding This Mortal Coil
murder_outcome_reworked.0052
10 more
- Shedding This Mortal Coil
murder_outcome_reworked.0062 - Shedding This Mortal Coil
murder_outcome_reworked.0072 - Shedding This Mortal Coil
murder_outcome_reworked.4002 - Shedding This Mortal Coil
murder_outcome_reworked.4012 - Shedding This Mortal Coil
murder_outcome_reworked.4022 - Shedding This Mortal Coil
murder_outcome_reworked.4032 - Shedding This Mortal Coil
murder_outcome_reworked.4042 - Shedding This Mortal Coil
murder_outcome_reworked.7002 - Shedding This Mortal Coil
murder_outcome_reworked.7012 - Shedding This Mortal Coil
murder_outcome_reworked.8002
Scripted effects (1)
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.