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

elope_success_effect

elope_success_effect = { OWNER = … TARGET = … }

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 14998 (92 lines). Parameters: $OWNER$, $TARGET$.

elope_success_effect is a scripted effect in Crusader Kings III, written at line 14998 of its file. A call passes 2 parameters: OWNER and TARGET. The game's script calls it in 3 places, among them Elope (Scheme) (interaction), Elope: Protected by Shadows (event elope.0001) and elope_1001_outcome_execution_or_tooltip_effect (local effect). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_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 (92 lines of game script)
elope_success_effect = {
	elope_opinion_list_builder_effect = { OWNER = $OWNER$ TARGET = $TARGET$ LIST_NAME = elope_opinion_list }

	#Because this can be used in events or interaction window, we save root_scope here
	if = {
		limit = { exists = scope:actor }
		scope:actor = { save_temporary_scope_as = root_scope }
	}
	else = {
		root = { save_temporary_scope_as = root_scope }
	}

	#Target prisoner release
	$TARGET$ = {
		if = {
			limit = { is_imprisoned = yes }
			release_from_prison = yes
		}
	}

	$OWNER$ = {
		#Tooltip for marriage
		show_as_tooltip = {
			if = {
				limit = { is_female = yes }
				marry_matrilineal = $TARGET$
			}
			else = {
				marry = $TARGET$
			}
		}

		#Owner's personal consequences (hidden or not), divorce happens here
		if = {
			limit = {
				scope:root_scope = $OWNER$
			}	
			elope_success_personal_consequences_effect = { CHARACTER = $OWNER$ }
		}
		else = {
			hidden_effect = { elope_success_personal_consequences_effect = { CHARACTER = $OWNER$ } }
		}
	}

	#Opinions
	ordered_in_list = {
		list = elope_opinion_list
		max = 10 #To make sure we include all
		check_range_bounds = no
		order_by = ai_vengefulness

		#Towards owner
		if = {
			limit = {
				OR = { #Owner wants to see everything, root wants to see their own
					scope:root_scope = $OWNER$
					scope:root_scope = this
				}
			}
			elope_success_opinion_rivalry_effect = { CHARACTER = $OWNER$ }
		}
		else = {
			hidden_effect = { elope_success_opinion_rivalry_effect = { CHARACTER = $OWNER$ } }
		}

		#Towards target
		if = {
			limit = { scope:root_scope = this } #Root wants to see their own
			elope_success_opinion_rivalry_effect = { CHARACTER = $TARGET$ }
		}
		else = {
			hidden_effect = { elope_success_opinion_rivalry_effect = { CHARACTER = $TARGET$ } }
		}
	}


	hidden_effect = {
		#Target's personal consequences, divorce happens here
		elope_success_personal_consequences_effect = { CHARACTER = $TARGET$ }

		#Marriage
		$OWNER$ = { #We do this last so old spouses remain when we run personal consequences effect
			if = {
				limit = { is_female = yes }
				marry_matrilineal = $TARGET$
			}
			else = {
				marry = $TARGET$
			}
		}
	}
}

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 elope_success_effect.

Character interactions (1)

Events (1)

Scripted effects inside an event file (1)

  • elope_1001_outcome_execution_or_tooltip_effect

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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