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

abduct_outcome_roll_effect

abduct_outcome_roll_effect = yes

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 14282 (44 lines). No parameters.

abduct_outcome_roll_effect is a scripted effect in Crusader Kings III, written at line 14282 of its file. It takes no parameters: abduct_outcome_roll_effect = yes. The game's script calls it in 3 places, among them Abduct: Highway Attack (event abduct_outcome.1001), Abduct: Under Way (event abduct_outcome.1002) and Abduct: Unwelcome Guests (event abduct_outcome.1003). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.

The comment above it in the file

Roll to check whether a Abduct Scheme is a success or a failure, and whether the owner is discovered

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 (44 lines of game script)
abduct_outcome_roll_effect = {
	#SUCCESS ROLL
	random = {
		chance = scope:scheme.scheme_success_chance
		custom_tooltip = abduct_successful_roll_tt
		show_as_tooltip = {
			abduction_rivalry_progress_effect = yes
		}
		scope:owner = { mandala_trickster_increment_successful_schemes_effect = yes }
		save_scope_value_as = {
			name = scheme_successful
			value = yes
		}
	}
	### End Success roll
	#DISCOVERY ROLL
	custom_label = abduct_success_discovery_tt
	random = {
		chance = scope:discovery_chance
		custom_tooltip = abduct_become_discovered_roll_tt
		save_scope_value_as = {
			name = scheme_discovered
			value = yes
		}
	}
	### End Discovery roll

	hidden_effect = {
		#FIRE CORRECT ON ACTIONS
		if = {
			limit = {
				exists = scope:scheme_successful
			}
			trigger_event = {
				on_action = abduct_succeeded
			}
		}
		else = {
			trigger_event = {
				on_action = abduct_failed
			}
		}
	}
}

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_outcome_roll_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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