CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · All Under Heaven files

coup_ceremonial_liege_scheme_success_effect

coup_ceremonial_liege_scheme_success_effect = yes

game/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)
  • 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 = this
        • or

          exists = var:ceremonial_title
        • or

          is_landless_type_title = no
    • change_title_holder_include_vassals = { holder = scope:owner change = scope:change }
  • 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)

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.

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