Scripted effect
contract_disease_notify_effect
contract_disease_notify_effect = { DISEASE = … }game/common/scripted_effects/20_health_effects.txt, line 653 (64 lines). Parameters: $DISEASE$.
contract_disease_notify_effect is a scripted effect in Crusader Kings III, written at line 653 of its file. A call passes 1 parameter: DISEASE. The game's script calls it in 14 places, among them bubonic_plague (epidemic), consumption (epidemic) and dysentery (epidemic). Patch 1.20.1.2, from game/common/scripted_effects/20_health_effects.txt.
The comment above it in the file
Triggers an event giving you the disease (if you meet the conditions) and notifying everyone who should know. Needs the arguments DISEASE trait name, only exception is early_great_pox - it should be added as great_pox and then the effect will figure out whether the character should have early_great_pox first)
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 (64 lines of game script)
contract_disease_notify_effect = {
save_scope_value_as = {
name = disease_type
value = flag:$DISEASE$
}
#Ill
if = {
limit = { scope:disease_type = flag:ill }
trigger_event = { id = health.1001 days = { 5 15 } }
}
else_if = {
limit = { scope:disease_type = flag:pneumonic }
trigger_event = { id = health.1002 days = { 5 15 } }
}
else_if = {
limit = { scope:disease_type = flag:gout_ridden }
trigger_event = { id = health.1003 days = { 5 15 } }
}
else_if = {
limit = { scope:disease_type = flag:leper }
trigger_event = { id = health.1004 days = { 5 15 } }
}
else_if = {
limit = { scope:disease_type = flag:typhus }
trigger_event = { id = health.1005 days = { 5 15 } }
}
else_if = {
limit = { scope:disease_type = flag:consumption }
trigger_event = { id = health.1006 days = { 5 15 } }
}
else_if = {
limit = { scope:disease_type = flag:cancer }
trigger_event = { id = health.1007 days = { 5 15 } }
}
else_if = {
limit = { scope:disease_type = flag:lovers_pox }
trigger_event = { id = health.1008 days = { 5 15 } }
}
else_if = {
limit = { scope:disease_type = flag:great_pox }
trigger_event = { id = health.1009 days = { 5 15 } }
}
else_if = {
limit = { scope:disease_type = flag:smallpox }
trigger_event = { id = health.1010 days = { 5 15 } }
}
else_if = {
limit = { scope:disease_type = flag:measles }
trigger_event = { id = health.1015 days = { 5 15 } }
}
else_if = {
limit = { scope:disease_type = flag:dysentery }
trigger_event = { id = health.1016 days = { 5 15 } }
}
else_if = {
limit = { scope:disease_type = flag:ergotism }
trigger_event = { id = health.1017 days = { 5 15 } }
}
else_if = {
limit = { scope:disease_type = flag:bubonic_plague }
trigger_event = { id = health.1011 days = { 5 15 } }
}
}As written in game/common/scripted_effects/20_health_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls contract_disease_notify_effect.
Epidemics (7)
- bubonic_plague
- consumption
- dysentery
- ergotism
- measles
- smallpox
1 more
- typhus
Events (3)
- Elbow Deep
epidemic_events.5901 - health.1202
- health.1203
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.