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

fabricate_hook_discovery_effect

fabricate_hook_discovery_effect = yes

game/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)

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.

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