Scripted effect
abduct_failure_effect
abduct_failure_effect = yesgame/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
scope:target:- Gains the modifier “Watchful” for 730 days
- Enemy Hostile Scheme Phase Length 40 days slower per Scheme Phase
- Enemy hostile scheme success chance max -10%
- Gains the modifier “Watchful” for 730 days
- scope:target: Event abduct_outcome.5002
• 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)
- Abduct: Highway Attack
abduct_outcome.4001 - Abduct: Highway Attack
abduct_outcome.4002 - Abduct: Highway Attack
abduct_outcome.4003
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.