Scripted effect
abduct_outcome_roll_effect
abduct_outcome_roll_effect = yesgame/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
- …% chance of:
- … becomes … prisoner!
abduction_rivalry_progress_effect = yesscope:owner:
custom_label = abduct_success_discovery_tt- …% chance of: I am discovered!
• 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)
- Abduct: Highway Attack
abduct_outcome.1001 - Abduct: Under Way
abduct_outcome.1002 - Abduct: Unwelcome Guests
abduct_outcome.1003
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.