CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

abduct_scheme_prep_effect

abduct_scheme_prep_effect = yes

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 11601 (13 lines). No parameters.

abduct_scheme_prep_effect is a scripted effect in Crusader Kings III, written at line 11601 of its file. It takes no parameters: abduct_scheme_prep_effect = yes. The game's script calls it in 2 places, among them Abduct (scheme) and cap_schemes_and_fire_reminders_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.

What it does

  • If

    a check the game hides

    Then

    • scheme_owner = { trigger_event = scheme_critical_moments.0002 }

• 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 (13 lines of game script)
abduct_scheme_prep_effect = {
	save_scope_as = scheme
	save_scope_value_as = {
		name = follow_up_event
		value = event_id:scheme_critical_moments.1061
	}
	if = {
		limit = {
			NOT = { exists = scope:suppress_next_event }
		}
		scheme_owner = { trigger_event = scheme_critical_moments.0002 }
	}
}

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_scheme_prep_effect.

Schemes (1)

  • Abduct

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.

Spotted a mistake on this page?