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

disease_treatment_results_effect

disease_treatment_results_effect = { OUTCOME = … TREATMENT = … }

game/common/scripted_effects/20_health_effects.txt, line 2870 (368 lines). Parameters: $OUTCOME$, $TREATMENT$.

disease_treatment_results_effect is a scripted effect in Crusader Kings III, written at line 2870 of its file. A call passes 2 parameters: OUTCOME and TREATMENT. The game's script calls it in 8 places, among them …: A Greater Power (event health.3108), …: A Little Brighter (event health.3103) and …: A Medical Miracle (event health.3105). Patch 1.20.1.2, from game/common/scripted_effects/20_health_effects.txt.

What it does

  • add_disease_treatment_modifier_effect = { TREATMENT = $TREATMENT$ OUTCOME = $OUTCOME$ }
  • If

    • scope:treatment_result_treatment = flag:risky

    Then

  • If

    • scope:treatment_result_treatment = flag:mystic

    Then

    • 1 of 2 things will happen:
    • If

      • scope:treatment_result_outcome = flag:failure

      Then

      • 1 of 6 things will happen:
        • 15%:
          • add_trait_force_tooltip = lunatic_1
        • 15%:
          • add_trait_force_tooltip = possessed_1
        • 15%:
          • add_trait_force_tooltip = dull
        • 15%:
          • add_trait_force_tooltip = craven
        • 15%:
          • add_trait_force_tooltip = paranoid
        • 23%: Gains 100 Stress
    • If has “treatment strategy” (a variable the game's script sets):
      • If treatment strategy is occult: Stress and fulfillment impact: by trait: Zealous +80
      • Else, if treatment strategy is occult cannibal: Stress and fulfillment impact: by trait: Zealous +80, Compassionate +80
      • Else, if treatment strategy is occult deviant: Stress and fulfillment impact: by trait: Zealous +80, Chaste +80
  • If

    • scope:treatment_result_outcome = flag:failure
    • One of these

      • scope:treatment_result_treatment = flag:risky
      • or

        scope:treatment_result_treatment = flag:mystic

    Then

  • physician_rank_up_tooltip_effect = yes

• 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 (120 lines of game script)
disease_treatment_results_effect = {
	save_temporary_scope_value_as = {
		name = treatment_result_treatment
		value = flag:$TREATMENT$
	}
	save_temporary_scope_value_as = {
		name = treatment_result_outcome
		value = flag:$OUTCOME$
	}

	#APPLY MODIFIERS (OR REMOVE TRAITS)
	add_disease_treatment_modifier_effect = { TREATMENT = $TREATMENT$ OUTCOME = $OUTCOME$ }

	#RISKY TREATMENT: DETERMINING TREATMENT STRATEGY AND REMOVING BODY PART
	if = {
		limit = { scope:treatment_result_treatment = flag:risky }
		random_list = {
			1 = { #Medicine
				trigger = {
					OR = { #Only use for cancer if no body part can be removed
						NOT = { scope:disease_type ?= flag:cancer }
						AND = {
							scope:disease_type ?= flag:cancer
							has_trait = one_eyed
							has_trait = one_legged
							has_trait = disfigured
							OR = {
								is_female = yes
								is_eunuch_trigger = yes
							}
						}
					}
				}
				set_variable = {
					name = treatment_strategy
					value = flag:medicine
					days = 30
				}
			}
			1 = { #Amputation
				trigger = {
					NOT = { has_trait = one_legged }
					OR = {
						has_amputation_type_disease_trigger = yes
						AND = {
							scope:treatment_result_outcome = flag:failure
							scope:physician = { NOT = { has_trait = lifestyle_physician } }
						}
					}
				}
				add_trait_force_tooltip = one_legged
				increase_wounds_no_death_effect = { REASON = treatment }
				set_variable = {
					name = treatment_strategy
					value = flag:amputation
					days = 30
				}
				if = {
					limit = { has_amputation_type_disease_trigger = no }
					add_character_flag = { flag = physician_used_wrong_method days = 30 }
				}
			}
			1 = { #Disfigurement
				trigger = {
					NOT = { has_trait = disfigured }
					OR = {
						has_disfigurement_type_disease_trigger = yes
						AND = {
							scope:treatment_result_outcome = flag:failure
							scope:physician = { NOT = { has_trait = lifestyle_physician } }
						}
					}
				}
				add_trait_force_tooltip = disfigured
				increase_wounds_no_death_effect = { REASON = treatment }
				set_variable = {
					name = treatment_strategy
					value = flag:disfigurement
					days = 30
				}
				if = {
					limit = { has_disfigurement_type_disease_trigger = no }
					add_character_flag = { flag = physician_used_wrong_method days = 30 }
				}
			}
			1 = { #Castration
				trigger = {
					is_male = yes
					is_eunuch_trigger = no
					OR = {
						scope:disease_type ?= flag:cancer
						AND = {
							scope:treatment_result_outcome = flag:failure
							scope:physician = { NOT = { has_trait = lifestyle_physician } }
						}
					}
				}
				add_eunuch_trait_effect = yes
				
				increase_wounds_no_death_effect = { REASON = treatment }
				set_variable = {
					name = treatment_strategy
					value = flag:castration
					days = 30
				}
				if = {
					limit = { NOT = { scope:disease_type ?= flag:cancer } }
					add_character_flag = { flag = physician_used_wrong_method days = 30 }
				}
			}
			1 = { #Remove eye
				trigger = {
					NOT = { has_trait = one_eyed }
					OR = {
						scope:disease_type ?= flag:cancer
						AND = {
							scope:treatment_result_outcome = flag:failure
							scope:physician = { NOT = { has_trait = lifestyle_physician } }
						}
					}

As written in game/common/scripted_effects/20_health_effects.txt.

The first 120 of its 368 lines; the rest is in game/common/scripted_effects/20_health_effects.txt from line 2870.

Where it is used

Every place in common/, events/ and history/ that calls disease_treatment_results_effect.

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.

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