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

abduction_rivalry_progress_tooltip_forecast_effect

abduction_rivalry_progress_tooltip_forecast_effect = yes

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 16992 (98 lines). No parameters.

abduction_rivalry_progress_tooltip_forecast_effect is a scripted effect in Crusader Kings III, written at line 16992 of its file. It takes no parameters: abduction_rivalry_progress_tooltip_forecast_effect = yes. The game's script calls it in 1 place, among them Abduct (Scheme) (interaction). Its body carries 7 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.

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 (98 lines of game script)
abduction_rivalry_progress_tooltip_forecast_effect = {
	scope:target = {
		#Target is a ruler
		if = {
			limit = {
				abduct_ruler_rivalling_trigger = yes
			}
			if = {
				limit = {
					is_close_family_of = scope:owner
				}
				custom_tooltip = abduct_rivalry_tt
			}
			else = {
				custom_tooltip = abduct_relationship_progress_tt
			}
		}
		#Target is close family
		if = {
			limit = {
				abduct_family_rivalling_trigger = yes
			}
			custom_tooltip = abduct_relationship_progress_tt
		}
		#Target has parents that are rulers of comparable power
		if = {
			limit = {
				any_parent = {
					abduct_rivalling_relative_trigger = yes
				}
			}
			every_parent = {
				limit = {
					abduct_rivalling_relative_trigger = yes
				}
				custom_tooltip = abduct_relationship_progress_parent_tt
			}
		}
		#Target has children that are rulers of comparable power
		if = {
			limit = {
				any_child = {
					abduct_rivalling_relative_trigger = yes
				}
			}
			every_child = {
				limit = {
					abduct_rivalling_relative_trigger = yes
				}
				custom_tooltip = abduct_relationship_progress_child_tt
			}
		}
		#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 = {
				custom_tooltip = abduct_relationship_progress_sibling_tt
			}
		}
		#Target has spouse that is of comparable 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
					}
				}
				custom_tooltip = abduct_relationship_progress_spouse_tt
			}
		}
	}
}

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 abduction_rivalry_progress_tooltip_forecast_effect.

Character interactions (1)

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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