Scripted effect
add_failed_treatment_of_me_opinions_effect
add_failed_treatment_of_me_opinions_effect = yesgame/common/scripted_effects/20_health_effects.txt, line 3754 (55 lines). No parameters.
add_failed_treatment_of_me_opinions_effect is a scripted effect in Crusader Kings III, written at line 3754 of its file. It takes no parameters: add_failed_treatment_of_me_opinions_effect = yes. The game's script calls it in 3 places, among them …: Disastrous Mistreatment (event health.3107), …: Into Darkness (event health.3110) and Wounded: Disaster Strikes (event health.4105). Patch 1.20.1.2, from game/common/scripted_effects/20_health_effects.txt.
What it does
If
Then
If
One of these
has_character_flag = physician_used_wrong_methodor
scope:physician: Has the Modifier: Chastised Physicianor
scope:sick_character:exists = var:treatment_strategyOne of these
- Treatment strategy is amputation
or
Treatment strategy is disfigurementor
Treatment strategy is eyeor
Treatment strategy is castration
Then
- Opinion: Botched My Treatment
Otherwise
- Opinion: Failed to Treat Me
• 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 (55 lines of game script)
add_failed_treatment_of_me_opinions_effect = {
#Physician scope is set in the events that reference this effect
if = {
limit = {
scope:physician = {
is_alive = yes
}
court_physician_available_trigger = yes
this != scope:physician
}
if = {
limit = {
OR = {
has_character_flag = physician_used_wrong_method
scope:physician = { has_character_modifier = chastised_physician_modifier }
scope:sick_character = {
exists = var:treatment_strategy
OR = {
var:treatment_strategy = flag:amputation
var:treatment_strategy = flag:disfigurement
var:treatment_strategy = flag:eye
var:treatment_strategy = flag:castration
}
}
}
}
hidden_effect = {
add_opinion = {
target = scope:physician
modifier = botched_my_treatment_crime_opinion
}
}
show_as_tooltip = {
add_opinion = {
target = scope:physician
modifier = botched_my_treatment_crime_opinion
}
}
}
else = {
hidden_effect = {
add_opinion = {
target = scope:physician
modifier = failed_to_treat_me_crime_opinion
}
}
show_as_tooltip = {
add_opinion = {
target = scope:physician
modifier = failed_to_treat_me_opinion
}
}
}
}
}As written in game/common/scripted_effects/20_health_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls add_failed_treatment_of_me_opinions_effect.
Events (3)
- …: Disastrous Mistreatment
health.3107 - …: Into Darkness
health.3110 - Wounded: Disaster Strikes
health.4105
Source: game/common/scripted_effects/20_health_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.