Scripted effect · Roads to Power files
seize_realm_scheme_success_effect
seize_realm_scheme_success_effect = yesgame/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 1977 (139 lines). No parameters.
seize_realm_scheme_success_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 1977 of its file. It takes no parameters: seize_realm_scheme_success_effect = yes. The game's script calls it in 2 places, among them Seize Realm: Stolen Crown (event ep3_laamps.0410) and Seize Realm: The New … (event ep3_laamps.0401). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
What it does
adventurer_realm_destabilisation_list_effect = { TITLE_GIVER = scope:target TITLE_RECEIVER = scope:owner TITLE = scope:target.primary_title }ep3_become_landed_save_liege_effect = { TITLE_GIVER = scope:target ALWAYS_INDEPENDENT = no TITLE_LIST = seized_titles }ep3_become_landed_transfer_effect = { … }If
a check the game hides
Then
scope:target:death = { death_reason = death_fight }
Else if
a check the game hides
Then
rightfully_imprison_character_less_verbose_effect = { TARGET = scope:target IMPRISONER = scope:owner }
add_clan_unity_interaction_effect = { … }successful_seize_realm_opinion_effect = { VICTIM = scope:target PLOTTER = scope:owner }adventurer_realm_destabilisation_transfer_effect = { … }create_landed_ruler_message_effect = { … }scope:owner:create_character_memory = { … }- One memory, picked in order:
memory_type = seized_realm_memory
scope:target:create_character_memory = { … }- One memory, picked in order:
memory_type = realm_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 (120 lines of game script)
seize_realm_scheme_success_effect = {
# scope:target = ruler
# scope:owner = adventurer
hidden_effect = {
scope:owner = {
if = {
limit = {
NOT = { has_trait = adventurer }
}
add_trait = adventurer
}
every_courtier = {
set_variable = {
name = former_camp_leader
value = scope:owner
}
add_trait = adventurer_follower
}
}
}
scope:target = {
save_scope_as = background_dungeon_scope
save_scope_as = background_courtyard_scope
save_scope_as = background_throne_room_scope
every_held_title = {
limit = {
is_leased_out = no
is_landless_type_title = no
is_head_of_faith = no
}
add_to_list = seized_titles
}
ordered_in_list = {
list = seized_titles
order_by = tier
save_scope_as = realm_title
}
}
# Determine independent vassals
adventurer_realm_destabilisation_list_effect = {
TITLE_GIVER = scope:target
TITLE_RECEIVER = scope:owner
TITLE = scope:target.primary_title
}
# Determine hierarchy
ep3_become_landed_save_liege_effect = {
TITLE_GIVER = scope:target
ALWAYS_INDEPENDENT = no
TITLE_LIST = seized_titles
}
# Resolve title, liege, government changes
ep3_become_landed_transfer_effect = {
TITLE_RECEIVER = scope:owner
TITLE_LIST = seized_titles
TYPE = usurped
REASON = flag:seize_realm
ENNOBLED_ADVENTURER = flag:yes
}
# 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
}
}
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
}
successful_seize_realm_opinion_effect = {
VICTIM = scope:target
PLOTTER = scope:owner
}
# Vassals break away
adventurer_realm_destabilisation_transfer_effect = {
TITLE_RECEIVER = scope:owner
TITLE_GIVER = scope:target
TITLE = scope:realm_title
TITLE_LIST = seized_titles
}
# Messages for nearby players
create_landed_ruler_message_effect = {
LANDED = scope:owner
FLAVOR_CHAR = scope:target
FLAVOR_TITLE = scope:realm_title
REASON = flag:seize_realm
}
scope:owner = {
create_character_memory = {
type = seized_realm_memory
participants = { deposed = scope:target }
}
ordered_memory = {
memory_type = seized_realm_memory
order_by = memory_creation_date
if = {
limit = {
NOT = { exists = var:realm }
}
set_variable = {
name = realm
value = scope:realm_title
}
}
}
}
scope:target = {As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
The first 120 of its 139 lines; the rest is in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt from line 1977.
Where it is used
Every place in common/, events/ and history/ that calls seize_realm_scheme_success_effect.
Events (2)
- Seize Realm: Stolen Crown
ep3_laamps.0410 - Seize Realm: The New …
ep3_laamps.0401
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.