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

fabricate_hook_success_notification_event_effect

fabricate_hook_success_notification_event_effect = yes

game/common/scripted_effects/00_scheme_scripted_effects.txt, line 15534 (10 lines). No parameters.

fabricate_hook_success_notification_event_effect is a scripted effect in Crusader Kings III, written at line 15534 of its file. It takes no parameters: fabricate_hook_success_notification_event_effect = yes. The game's script calls it in 1 place, among them Fabricate Hook: A Devious Ploy (event fabricate_hook_outcome.2001). 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

• 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 (10 lines of game script)
fabricate_hook_success_notification_event_effect = {
	custom_tooltip = fabricate_hook_hook_gained_on_you
	if = {
		limit = {
			exists = scope:scheme_discovered
			scope:target = scope:target.court_owner
		}
		fabricate_hook_block_scheme_owner_from_further_schemes_effect = 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_notification_event_effect.

Events (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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