CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

fabricate_hook_decline_execution_effect

fabricate_hook_decline_execution_effect = yes

game/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:

• 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.

Spotted a mistake on this page?