Scripted effect
abduction_rivalry_progress_effect
abduction_rivalry_progress_effect = yesgame/common/scripted_effects/00_scheme_scripted_effects.txt, line 16865 (126 lines). No parameters.
abduction_rivalry_progress_effect is a scripted effect in Crusader Kings III, written at line 16865 of its file. It takes no parameters: abduction_rivalry_progress_effect = yes. The game's script calls it in 3 places, among them Abducted! (event abduct_outcome.5001), abduct_outcome_roll_effect (scripted effect) and abduct_success_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.
What it does
scope:target:If
Then
Otherwise
progress_towards_rival_effect = { CHARACTER = scope:owner REASON = rival_abducted_ruler OPINION = 0 }
If
Then
progress_towards_rival_effect = { CHARACTER = scope:owner REASON = rival_abducted_family OPINION = 0 }
If
- Any parent:
Then
- Every Parent:
- Where:
progress_towards_rival_effect = { CHARACTER = scope:owner REASON = rival_abducted_child OPINION = 0 }
If
- Any child:
Then
- Every child:
- Where:
progress_towards_rival_effect = { CHARACTER = scope:owner REASON = rival_abducted_parent OPINION = 0 }
If
- Any sibling:
scope:target:is_courtier_of = prev
NOT = { is_parent_of = scope:target }NOT = { is_child_of = scope:target }abduct_rivalling_relative_trigger = yes
Then
- Their liege:
progress_towards_rival_effect = { CHARACTER = scope:owner REASON = rival_abducted_sibling OPINION = 0 }
- Any sibling:
If
- Any spouse:
abduct_rivalling_relative_trigger = yesNOT = { is_parent_of = scope:target }NOT = { is_child_of = scope:target }NOT = { is_sibling_of = scope:target }
Then
- Every spouse:
- Where:
abduct_rivalling_relative_trigger = yesNOT = { is_parent_of = scope:target }NOT = { is_child_of = scope:target }NOT = { is_sibling_of = scope:target }
progress_towards_rival_effect = { CHARACTER = scope:owner REASON = rival_abducted_spouse OPINION = 0 }
- Where:
- Any spouse:
• 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 (120 lines of game script)
abduction_rivalry_progress_effect = {
scope:target = {
#Target is a ruler
if = {
limit = {
abduct_ruler_rivalling_trigger = yes
}
if = {
limit = {
is_close_family_of = scope:owner
}
set_relation_rival = {
target = scope:owner
reason = rival_abducted_family
}
}
else = {
progress_towards_rival_effect = {
CHARACTER = scope:owner
REASON = rival_abducted_ruler
OPINION = 0
}
}
}
#Target is close family
if = {
limit = {
abduct_family_rivalling_trigger = yes
}
progress_towards_rival_effect = {
CHARACTER = scope:owner
REASON = rival_abducted_family
OPINION = 0
}
}
#Target has parents that are rulers of superior power
if = {
limit = {
any_parent = {
abduct_rivalling_relative_trigger = yes
}
}
every_parent = {
limit = {
abduct_rivalling_relative_trigger = yes
}
progress_towards_rival_effect = {
CHARACTER = scope:owner
REASON = rival_abducted_child
OPINION = 0
}
}
}
#Target has children that are rulers of superior power
if = {
limit = {
any_child = {
abduct_rivalling_relative_trigger = yes
}
}
every_child = {
limit = {
abduct_rivalling_relative_trigger = yes
}
progress_towards_rival_effect = {
CHARACTER = scope:owner
REASON = rival_abducted_parent
OPINION = 0
}
}
}
#Target has siblings that are rulers of comparable power
if = {
limit = {
any_sibling = {
scope:target = {
is_courtier_of = prev
}
#stupid incest making things complicated
NOR = {
is_parent_of = scope:target
is_child_of = scope:target
}
abduct_rivalling_relative_trigger = yes
}
}
liege = {
progress_towards_rival_effect = {
CHARACTER = scope:owner
REASON = rival_abducted_sibling
OPINION = 0
}
}
}
#Target has spouse that is of superior power
if = {
limit = {
any_spouse = {
abduct_rivalling_relative_trigger = yes
#Prevent incest duplicating this effect
NOR = {
is_parent_of = scope:target
is_child_of = scope:target
is_sibling_of = scope:target
}
}
}
every_spouse = {
limit = {
abduct_rivalling_relative_trigger = yes
#Prevent incest duplicating this effect
NOR = {
is_parent_of = scope:target
is_child_of = scope:target
is_sibling_of = scope:target
}
}
progress_towards_rival_effect = {
CHARACTER = scope:owner
REASON = rival_abducted_spouseAs written in game/common/scripted_effects/00_scheme_scripted_effects.txt.
The first 120 of its 126 lines; the rest is in game/common/scripted_effects/00_scheme_scripted_effects.txt from line 16865.
Where it is used
Every place in common/, events/ and history/ that calls abduction_rivalry_progress_effect.
Events (1)
- Abducted!
abduct_outcome.5001
Scripted effects (2)
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.