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

coronation_change_law_effect

coronation_change_law_effect = yes

game/common/scripted_effects/10_ach_effects.txt, line 64 (32 lines). No parameters.

coronation_change_law_effect is a scripted effect in Crusader Kings III, in the Coronations files, written at line 64 of its file. It takes no parameters: coronation_change_law_effect = yes. The game's script calls it in 6 places, among them Coronation (activity), coronation_events.6103 (event) and The Crowning of … (event coronation_events.6100). Patch 1.20.1.2, from game/common/scripted_effects/10_ach_effects.txt.

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 (32 lines of game script)
coronation_change_law_effect = {
	if = {
		limit = {
			involved_activity = {
				has_activity_option = {
					category = special_type
					option = coronation_type_anointment
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_game_rule = coronation_laws_off
				}
			}
			add_realm_law = crowned_emperor
		}
		set_variable = crowned_emperor_var
	}
	else = {
		if = {
			limit = {
				NOT = {
					has_game_rule = coronation_laws_off
				}
			}
			add_realm_law = crowned_king
		}
		set_variable = crowned_king_var
	}
}

As written in game/common/scripted_effects/10_ach_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls coronation_change_law_effect.

Activities (1)

Events (4)

Source: game/common/scripted_effects/10_ach_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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