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

scheme_owner_pov_murder_success_effect

scheme_owner_pov_murder_success_effect = { REASON = … }

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 12781 (83 lines). Parameters: $REASON$.

scheme_owner_pov_murder_success_effect is a scripted effect in Crusader Kings III, written at line 12781 of its file. A call passes 1 parameter: REASON. The game's script calls it in 16 places, among them … and Peasants (event murder_outcome_reworked.0041), A Cask of Wine (event murder_outcome_reworked.0051) and A Mangled Corpse (event murder_outcome_reworked.4001). 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

Apply scope:owner's general ending & consequences.

What it does

  • If

    • scope:owner:
      • has_relation_rival = scope:target

    Then

    • You gained 150 for outliving your Rival
  • If

    a check the game hides

    Then

  • If

    • Their rite: The rite has Adherents earn piety for successfully completing Intrigue Schemes

    Then

  • If the Personal Tenets unlock tenet sacred shadows intrigue scheme fulfillment: Spiritual fulfillment +1
  • If

    • The Personal Tenets unlock tenet fp3 fedayeen other faith kill fulfillment
    • Their faith is not the same as that of target

    Then

    • Spiritual fulfillment +3
  • If

    • scope:owner:
      • has_relation_rival = scope:target

    Then

    • Stress and fulfillment impact: by trait: Vengeful -100, Sadistic -15, Callous -5, Compassionate +20, Forgiving +80

    Else if

    • scope:target:
      • One of these

        • Is a child
        • or

          Is incapable

    Then

    • Stress and fulfillment impact: by trait: Sadistic -65, Callous -15, Compassionate +80

    Otherwise

    • Stress and fulfillment impact: by trait: Sadistic -15, Callous -5, Compassionate +20
  • murder_success_kill_effect = { REASON = $REASON$ }

• 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 (83 lines of game script)
scheme_owner_pov_murder_success_effect = {
	# Murdering your rival gets you some bonus cred.
	## Presumably in how you comport yourself & who's a thorn in your side.
	if = {
		limit = {
			scope:owner = { has_relation_rival = scope:target }
		}
		custom_tooltip = {
			text = murder_outcome_murdered_rival_tt
			add_prestige = medium_prestige_gain
		}
	}
	# Dread for successfully murdering someone and getting discovered.
	if = {
		limit = { exists = scope:scheme_discovered }
		murder_consequences_known_or_exposed_apply_dread_effect = { VICTIM = scope:target }
	}
	# Piety, if appropriate.
	if = {
		limit = {
			rite = { rite_has_parameter = piety_gain_from_successful_intrigue_schemes }
		}
		add_piety = minor_piety_gain
	}
	if = {
		limit = {
			has_personal_tenet_flag = tenet_sacred_shadows_intrigue_scheme_fulfillment
		}
		change_spiritual_fulfillment = miniscule_spiritual_fulfillment_value
	}
	if = {
		limit = {
			has_personal_tenet_flag = tenet_fp3_fedayeen_other_faith_kill_fulfillment
			NOT = { faith = scope:target.faith }
		}
		change_spiritual_fulfillment = minor_spiritual_fulfillment_value
	}
	# Stress.
	## Murdered a rival.
	if = {
		limit = {
			scope:owner = { has_relation_rival = scope:target }
		}
		stress_and_fulfillment_impact = {
			base = murder_base_stress_value
			vengeful = massive_stress_impact_loss
			sadistic = minor_stress_impact_loss
			callous = miniscule_stress_impact_loss
			compassionate = minor_stress_impact_gain
			forgiving = major_stress_impact_gain
		}
	}
	## Murdered someone helpless.
	else_if = {
		limit = {
			scope:target = {
				OR = {
					is_adult = no
					is_incapable = yes
				}
			}
		}
		stress_and_fulfillment_impact = {
			base = murder_base_stress_value
			sadistic = major_stress_impact_loss
			callous = minor_stress_impact_loss
			compassionate = major_stress_impact_gain
		}
	}
	## Murdered anyone else.
	else = {
		stress_and_fulfillment_impact = {
			base = murder_base_stress_value
			sadistic = minor_stress_impact_loss
			callous = miniscule_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
	}
	# Aaaaand show our other consequences.
	show_as_tooltip = {
		murder_success_kill_effect = { 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 scheme_owner_pov_murder_success_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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