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

abduct_failure_effect

abduct_failure_effect = yes

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 14375 (15 lines). No parameters.

abduct_failure_effect is a scripted effect in Crusader Kings III, written at line 14375 of its file. It takes no parameters: abduct_failure_effect = yes. The game's script calls it in 3 places, among them Abduct: Highway Attack (event abduct_outcome.4001), Abduct: Highway Attack (event abduct_outcome.4002) and Abduct: Highway Attack (event abduct_outcome.4003). 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 (15 lines of game script)
abduct_failure_effect = {
	#Add Watchful Modifier to the target
	scope:target = {
		show_as_tooltip = {
			add_character_modifier = {
				modifier = watchful_modifier
				days = watchful_modifier_duration
			}
		}
	}

	scope:target = {
		trigger_event = abduct_outcome.5002
	}
}

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 abduct_failure_effect.

Events (3)

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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