Scripted effect · All Under Heaven files
coup_ceremonial_liege_scheme_success_effect
coup_ceremonial_liege_scheme_success_effect = yesgame/common/scripted_effects/10_dlc_tgp_scripted_effects.txt, line 3566 (100 lines). No parameters.
coup_ceremonial_liege_scheme_success_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 3566 of its file. It takes no parameters: coup_ceremonial_liege_scheme_success_effect = yes. The game's script calls it in 2 places, among them Seize Throne: Stolen Crown (event scheme_critical_moments.2924) and Seize Throne: The New … (event scheme_critical_moments.2922). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt.
What it does
If
a check the game hides
Then
scope:target:death = { death_reason = death_fight }
Else if a check the game hides passes: the same again (1 line)
rightfully_imprison_character_less_verbose_effect = { TARGET = scope:target IMPRISONER = scope:owner }
- scope:target › Every held title:
- Where:
- Title tier more than Barony
One of these
scope:owner.top_liege.primary_title.var:administrative_ui_special_title = thisor
exists = var:ceremonial_titleor
is_landless_type_title = no
change_title_holder_include_vassals = { holder = scope:owner change = scope:change }
- Where:
rightfully_imprison_character_less_verbose_effect = { TARGET = scope:target IMPRISONER = scope:owner }add_clan_unity_interaction_effect = { … }successful_coup_ceremonial_liege_opinion_effect = { VICTIM = scope:target PLOTTER = scope:owner }scope:owner:create_character_memory = { … }- One memory, picked in order:
memory_type = seized_throne_memory
scope:target:create_character_memory = { … }- One memory, picked in order:
memory_type = throne_seized_memory
• 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 (100 lines of game script)
coup_ceremonial_liege_scheme_success_effect = {
# scope:target = ceremonial liege
# scope:owner = ceremonial regent
scope:owner.top_liege.primary_title.var:administrative_ui_special_title = { save_scope_as = ceremonial_title }
scope:target = {
save_scope_as = background_dungeon_scope
save_scope_as = background_courtyard_scope
save_scope_as = background_throne_room_scope
}
# Old ruler's fate
if = {
limit = { exists = scope:death }
scope:target = {
death = { death_reason = death_fight }
}
}
else_if = {
limit = { exists = scope:imprison }
scope:target = { add_character_flag = was_abducted_block_notification_event }
rightfully_imprison_character_less_verbose_effect = {
TARGET = scope:target
IMPRISONER = scope:owner
}
}
create_title_and_vassal_change = {
type = conquest
save_scope_as = change
add_claim_on_loss = yes
}
scope:target = {
every_held_title = {
limit = {
tier > tier_barony
OR = {
scope:owner.top_liege.primary_title.var:administrative_ui_special_title = this
exists = var:ceremonial_title
is_landless_type_title = no
}
}
change_title_holder_include_vassals = {
holder = scope:owner
change = scope:change
}
}
}
resolve_title_and_vassal_change = scope:change
rightfully_imprison_character_less_verbose_effect = {
TARGET = scope:target
IMPRISONER = scope:owner
}
add_clan_unity_interaction_effect = {
CHARACTER = scope:owner
TARGET = scope:target
VALUE = medium_unity_loss
DESC = clan_unity_coup_ceremonial_liege_attempted.desc
REVERSE_NON_HOUSE_TARGET = no
}
successful_coup_ceremonial_liege_opinion_effect = {
VICTIM = scope:target
PLOTTER = scope:owner
}
scope:owner = {
create_character_memory = {
type = seized_throne_memory
participants = { deposed = scope:target }
}
ordered_memory = {
memory_type = seized_throne_memory
order_by = memory_creation_date
if = {
limit = {
NOT = { exists = var:ceremonial_title }
}
set_variable = {
name = ceremonial_title
value = scope:ceremonial_title
}
}
}
}
scope:target = {
create_character_memory = {
type = throne_seized_memory
participants = { deposer = scope:owner }
}
ordered_memory = {
memory_type = throne_seized_memory
order_by = memory_creation_date
if = {
limit = {
NOT = { exists = var:ceremonial_title }
}
set_variable = {
name = ceremonial_title
value = scope:ceremonial_title
}
}
}
}
}As written in game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls coup_ceremonial_liege_scheme_success_effect.
Events (2)
- Seize Throne: Stolen Crown
scheme_critical_moments.2924 - Seize Throne: The New …
scheme_critical_moments.2922
Source: game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.