Scripted effect
fabricate_hook_success_notification_event_effect
fabricate_hook_success_notification_event_effect = yesgame/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
- @warning_icon … has fabricated a Hook on you!
If
scope:target = scope:target.court_owner
Then
• 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)
- Fabricate Hook: A Devious Ploy
fabricate_hook_outcome.2001
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.