Scripted effect
fabricate_hook_discovery_effect
fabricate_hook_discovery_effect = yesgame/common/scripted_effects/00_scheme_scripted_effects.txt, line 15439 (66 lines). No parameters.
fabricate_hook_discovery_effect is a scripted effect in Crusader Kings III, written at line 15439 of its file. It takes no parameters: fabricate_hook_discovery_effect = yes. The game's script calls it in 3 places, among them Fabricate Hook: A Secret (event fabricate_hook_outcome.0001), Fabricate Hook: Losing the Upper Hand (event fabricate_hook_outcome.3001) and fabricate_hook_success_effect (scripted effect). 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
- … may not try to fabricate hooks at … court again for 5 years
- scope:target: Opinion: Hook Fabrication for 5 years
If
scope:target != scope:target.court_owner
Then
- scope:target.court_owner: Opinion: Hook Fabrication for 5 years
• 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 (66 lines of game script)
fabricate_hook_discovery_effect = {
show_as_tooltip = { # Target dislikes you
scope:target.court_owner ?= {
save_scope_as = court_owner
}
custom_tooltip = fabricate_hook_i_may_not_fabricate_again
scope:target = {
add_opinion = {
target = scope:owner
modifier = fabricated_hook_against_court_opinion
years = 5
}
}
if = {
limit = {
exists = scope:target.court_owner
scope:target != scope:target.court_owner
}
scope:target.court_owner = {
add_opinion = {
target = scope:owner
modifier = fabricated_hook_against_court_opinion
years = 5
}
}
}
}
hidden_effect = {
# Set a blocker for Fabricating further Hooks against Court in question
if = {
limit = {
exists = scope:target.court_owner
}
scope:target.court_owner = {
send_interface_message = {
type = fabricate_hook_bad_message
left_icon = scope:owner
title = hostile_scheme_discovery.3002.t
if = {
limit = {
scope:owner != scope:target.court_owner
}
fabricate_hook_block_scheme_owner_from_further_schemes_effect = yes
}
}
}
}
if = {
limit = {
OR = {
NOT = { exists = scope:target.court_owner }
scope:target.court_owner != scope:target
}
}
scope:target = {
add_opinion = {
target = scope:owner
modifier = fabricated_hook_against_court_opinion
years = 5
}
}
}
}
}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 fabricate_hook_discovery_effect.
Events (2)
- Fabricate Hook: A Secret
fabricate_hook_outcome.0001 - Fabricate Hook: Losing the Upper Hand
fabricate_hook_outcome.3001
Scripted effects (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.