Scripted effect
abduction_rivalry_progress_tooltip_forecast_effect
abduction_rivalry_progress_tooltip_forecast_effect = yesgame/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
scope:target:If
Then
If
Then
If
- Any parent:
Then
If
- Any child:
Then
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
- 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 }
- Will grow closer to forming a Rivalry with …, if … (their spouse) is successfully Abducted
- 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 (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.