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

successful_abduct_outcome_event_option_effect

successful_abduct_outcome_event_option_effect = yes

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 14391 (15 lines). No parameters.

successful_abduct_outcome_event_option_effect is a scripted effect in Crusader Kings III, written at line 14391 of its file. It takes no parameters: successful_abduct_outcome_event_option_effect = yes. The game's script calls it in 6 places, among them … of Opportunity (event hunt.7410), … of Opportunity (event hunt.7411) and … of Opportunity (event hunt.7412). 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 (15 lines of game script)
successful_abduct_outcome_event_option_effect = {
	if = {
		limit = {
			rite = {
				rite_has_parameter = piety_gain_from_successful_intrigue_schemes
			}	
		}
		add_piety = minor_piety_gain
	}
	sacred_shadows_personal_tenet_scheme_reward_effect = yes

	scope:scheme ?= {
		end_scheme = yes
	}
}

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 successful_abduct_outcome_event_option_effect.

Events (6)

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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