Scripted effect
food_poison_chance_effect
food_poison_chance_effect = yesgame/common/scripted_effects/00_travel_effects.txt, line 33 (9 lines). No parameters.
food_poison_chance_effect is a scripted effect in Crusader Kings III, written at line 33 of its file. It takes no parameters: food_poison_chance_effect = yes. The game's script calls it in 1 place, among them A … Specialty (event bp3_journey.2100). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_travel_effects.txt.
What it does
- Chance of Food Poisoning (Ill): …%
• 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 (9 lines of game script)
food_poison_chance_effect = {
custom_tooltip = chance_of_food_poisoning
hidden_effect = {
random = {
chance = food_poison_value
contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = yes }
}
}
}As written in game/common/scripted_effects/00_travel_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls food_poison_chance_effect.
Events (1)
- A … Specialty
bp3_journey.2100
Source: game/common/scripted_effects/00_travel_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.