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
a check the game hides
Then
murder_consequences_known_or_exposed_apply_dread_effect = { VICTIM = scope:target }
- 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)
- … and Peasants
murder_outcome_reworked.0041 - A Cask of Wine
murder_outcome_reworked.0051 - A Mangled Corpse
murder_outcome_reworked.4001 - A Mercy
murder_outcome_reworked.8001 - An Unwelcome Guest
murder_outcome_reworked.7011 - Assassin!
murder_outcome_reworked.0001
10 more
- Dangerous Journeys
murder_outcome_reworked.0011 - Defenseless
murder_outcome_reworked.4011 - Defenseless
murder_outcome_reworked.4021 - Defenseless
murder_outcome_reworked.4031 - Drink of Life
murder_outcome_reworked.0071 - Fall From Grace
murder_outcome_reworked.4041 - Forgotten in the Dark
murder_outcome_reworked.7001 - Healthy Eater
murder_outcome_reworked.0021 - In Choppy Waters
murder_outcome_reworked.0061 - Uninvited
murder_outcome_reworked.0031
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.