Scripted effect
petition_head_of_faith_invoke_hook_effect
petition_head_of_faith_invoke_hook_effect = yesgame/common/scripted_effects/11_petition_head_of_faith_effects.txt, line 525 (5 lines). No parameters.
petition_head_of_faith_invoke_hook_effect is a scripted effect in Crusader Kings III, written at line 525 of its file. It takes no parameters: petition_head_of_faith_invoke_hook_effect = yes. The game's script calls it in 2 places, among them The Argument (event petition_head_of_faith.2000) and The Argument (event petition_head_of_faith.4000). Patch 1.20.1.2, from game/common/scripted_effects/11_petition_head_of_faith_effects.txt.
The comment above it in the file
Hook auto-success effect
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (5 lines of game script)
petition_head_of_faith_invoke_hook_effect = {
use_hook = var:petition_head_of_faith_recipient
petition_head_of_faith_grant_excommunication_effect = yes
petition_head_of_faith_route_to_excommunication_success_effect = yes
}As written in game/common/scripted_effects/11_petition_head_of_faith_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls petition_head_of_faith_invoke_hook_effect.
Events (2)
- The Argument
petition_head_of_faith.2000 - The Argument
petition_head_of_faith.4000
Source: game/common/scripted_effects/11_petition_head_of_faith_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.