Scripted effect
hunt_save_physician_effect
hunt_save_physician_effect = yesgame/common/scripted_effects/00_hunt_effects.txt, line 3080 (12 lines). No parameters.
hunt_save_physician_effect is a scripted effect in Crusader Kings III, written at line 3080 of its file. It takes no parameters: hunt_save_physician_effect = yes. The game's script calls it in 3 places, among them Caught in a Trap (event hunt.7011), Troublesome Terrain (event hunt.4014) and Troublesome Terrain (event hunt.4911). Patch 1.20.1.2, from game/common/scripted_effects/00_hunt_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (12 lines of game script)
hunt_save_physician_effect = {
if = {
limit = {
exists = court_position:court_physician_court_position
court_position:court_physician_court_position = {
is_participant_in_activity = scope:activity
is_alive = yes
}
}
court_position:court_physician_court_position = { save_scope_as = physician }
}
}As written in game/common/scripted_effects/00_hunt_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls hunt_save_physician_effect.
Events (3)
- Caught in a Trap
hunt.7011 - Troublesome Terrain
hunt.4014 - Troublesome Terrain
hunt.4911
Source: game/common/scripted_effects/00_hunt_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.