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

restart_murder_scheme_effect

restart_murder_scheme_effect = yes

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 13093 (19 lines). No parameters.

restart_murder_scheme_effect is a scripted effect in Crusader Kings III, written at line 13093 of its file. It takes no parameters: restart_murder_scheme_effect = yes. The game's script calls it in 35 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

Restart's the current murder scheme, setting all its variables and such back to zero.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (19 lines of game script)
restart_murder_scheme_effect = {
	show_as_tooltip = {
		start_scheme = {
			type = murder
			target_character = scope:target
		}
	}
	hidden_effect = {
		scope:scheme = {
			# Track how many times we've restarted, so we can reset progress.
			increment_variable_effect = {
				VAR = scheme_reset_to_zero_value
				VAL = scheme_success_chance
			}
			# Reset our scheme.
			reset_failed_scheme_effect = 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 restart_murder_scheme_effect.

Events (35)

29 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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