Scripted effect
fabricate_hook_decline_execution_effect
fabricate_hook_decline_execution_effect = yesgame/common/scripted_effects/00_scheme_scripted_effects.txt, line 15524 (9 lines). No parameters.
fabricate_hook_decline_execution_effect is a scripted effect in Crusader Kings III, written at line 15524 of its file. It takes no parameters: fabricate_hook_decline_execution_effect = yes. No file of common/, events/ or history/ calls it. Its body carries 1 text 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:scheme:add_scheme_modifier = { type = fabricate_hook_building_influence_modifier }- The Scheme restarts at 0 Scheme Progress
reset_failed_scheme_effect = yes
• 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 (9 lines of game script)
fabricate_hook_decline_execution_effect = {
scope:scheme = {
add_scheme_modifier = {
type = fabricate_hook_building_influence_modifier
}
custom_tooltip = restart_scheme_tt
reset_failed_scheme_effect = yes
}
}As written in game/common/scripted_effects/00_scheme_scripted_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
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.