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

abduct_success_effect

abduct_success_effect = yes

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 14328 (46 lines). No parameters.

abduct_success_effect is a scripted effect in Crusader Kings III, written at line 14328 of its file. It takes no parameters: abduct_success_effect = yes. The game's script calls it in 3 places, among them Abduct: Highway Attack (event abduct_outcome.2001), Abduct: Under Way (event abduct_outcome.2002) and Abduct: Unwelcome Guests (event abduct_outcome.2003). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.

The comment above it in the file

Used in the immediate of the Scheme Owner's success event

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 (46 lines of game script)
abduct_success_effect = {
	
	scope:target = {
		add_character_flag = {
			flag = was_abducted_block_notification_event
			days = 2
		}
		trigger_event = abduct_outcome.5001
	}
	
	if = {
		limit = {
			scope:target = {
				is_ai = no
			}
		}
		show_as_tooltip = {
			abduction_rivalry_progress_effect = yes
		}
	}
	else = {
		abduction_rivalry_progress_effect = yes
	}

	hard_imprison_character_effect = {
		TARGET = scope:target
		IMPRISONER = scope:owner
	}
	
	if = {
		limit = {
			exists = scope:owner.house
			exists = scope:target.house
		}
		scope:owner.house = {
			change_house_relation_effect = {
				HOUSE = scope:target.house
				VALUE = house_relation_damage_medium_value
				REASON = abduction
				CHAR = scope:owner
				TARGET_CHAR = scope:target
				TITLE = scope:dummy_gender
			}
		}
	}
}

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_success_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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