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

fabricate_hook_success_effect

fabricate_hook_success_effect = { TYPE = … }

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 15507 (16 lines). Parameters: $TYPE$.

fabricate_hook_success_effect is a scripted effect in Crusader Kings III, written at line 15507 of its file. A call passes 1 parameter: TYPE. The game's script calls it in 5 places, among them Fabricate Hook: A Compromising Situation (event fabricate_hook_outcome.1001), Fabricate Hook: A Daring Rescue (event fabricate_hook_outcome.1003) and Fabricate Hook: An Incriminating Missive (event fabricate_hook_outcome.1002). Patch 1.20.1.2, from game/common/scripted_effects/00_scheme_scripted_effects.txt.

The comment above it in the file

Used in event options

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 (16 lines of game script)
fabricate_hook_success_effect = {
	fabricate_hook_assign_appropriate_type_effect = {
		TYPE = $TYPE$ # Sets the correct hook type to give
	}
	sacred_shadows_personal_tenet_scheme_reward_effect = yes
	if = {
		limit = { exists = scope:scheme_discovered }
		fabricate_hook_discovery_effect = yes
	}
	if = {
		limit = { exists = scope:scheme }
		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 fabricate_hook_success_effect.

Events (5)

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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