CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

seize_realm_scheme_failure_effect

seize_realm_scheme_failure_effect = yes

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 2117 (92 lines). No parameters.

seize_realm_scheme_failure_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 2117 of its file. It takes no parameters: seize_realm_scheme_failure_effect = yes. The game's script calls it in 2 places, among them Seize Realm: Coveted Crown (event ep3_laamps.0411) and Seize Realm: Hopes Dashed (event ep3_laamps.0402). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_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)
seize_realm_scheme_failure_effect = {
	scope:scheme = { end_scheme = yes }
 	#Add Watchful Modifier to the target
	scope:target = {
		save_scope_as = background_dungeon_scope
		save_scope_as = background_courtyard_scope
		save_scope_as = background_throne_room_scope
		ordered_held_title = {
			limit = {
				is_leased_out = no
				is_landless_type_title = no
				is_head_of_faith = no
			}
			order_by = tier
			save_scope_as = realm_title
		}
		show_as_tooltip = {
			add_character_modifier = {
				modifier = watchful_modifier
				days = watchful_modifier_duration
			}
		}
	}
	# Old ruler's fate
	if = {
		limit = { exists = scope:death }
		scope:owner = {
			death = { death_reason = death_fight }
		}
	}
	else = {
		scope:owner = {
			create_character_memory = {
				type = seized_realm_failed_memory
				participants = { deposed = scope:target }
			}
			ordered_memory = {
				memory_type = seized_realm_failed_memory
				order_by = memory_creation_date
				if = {
					limit = {
						NOT = { exists = var:realm }
					}
					set_variable = {
						name = realm
						value = scope:realm_title
					}
				}
			}
		}
		if = {
			limit = { exists = scope:imprison }
			scope:owner = { add_character_flag = was_abducted_block_notification_event }
			rightfully_imprison_character_less_verbose_effect = {
				TARGET = scope:owner
				IMPRISONER = scope:target
			}
			hidden_effect = { change_prison_type = dungeon }
		}
	}
	attempted_seize_realm_opinion_effect = {
		VICTIM = scope:target
		PLOTTER = scope:owner
	}
	# If we're a clan this affects unity
	add_clan_unity_interaction_effect = {
		CHARACTER = scope:owner
		TARGET = scope:target
		VALUE = medium_unity_loss
		DESC = clan_unity_seize_realm_attempted.desc
		REVERSE_NON_HOUSE_TARGET = no
	}
	scope:target = {
		create_character_memory = {
			type = realm_seized_failed_memory
			participants = { deposer = scope:owner }
		}
		ordered_memory = {
			memory_type = realm_seized_failed_memory
			order_by = memory_creation_date
			if = {
				limit = {
					NOT = { exists = var:realm }
				}
				set_variable = {
					name = realm
					value = scope:realm_title
				}
			}
		}
	}
}

As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

Where it is used

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

Events (2)

Source: game/common/scripted_effects/07_dlc_ep3_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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