Scripted effect
inform_liege_about_disease_treatment_effect
inform_liege_about_disease_treatment_effect = { OUTCOME = … TREATMENT = … }game/common/scripted_effects/20_health_effects.txt, line 4054 (91 lines). Parameters: $OUTCOME$, $TREATMENT$.
inform_liege_about_disease_treatment_effect is a scripted effect in Crusader Kings III, written at line 4054 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
Every line of it is script with no tooltip text: the script is below.
The script as written (91 lines of game script)
inform_liege_about_disease_treatment_effect = {
hidden_effect = {
save_scope_value_as = {
name = treatment
value = flag:$TREATMENT$
}
save_scope_value_as = {
name = outcome
value = flag:$OUTCOME$
}
#To save scope for portrait
if = {
limit = {
scope:physician != scope:sick_character
}
scope:physician = { save_scope_as = portrait }
}
#Is liege generally responsible for our treatment?
if = {
limit = { liege_is_responsible_for_treatment_trigger = yes }
#Toast messages for success and minor failures: only if liege actually picked the treatment
#Event for major failures and death: always
liege = {
#CRITICAL SUCCESS & SUCCESS (TOAST)
if = {
limit = {
exists = scope:treatment_picker
this = scope:treatment_picker
OR = {
scope:outcome = flag:success
scope:outcome = flag:critical_success
}
}
send_interface_toast = {
title = court_physician_treatment_success_message_title
left_icon = scope:sick_character
right_icon = scope:portrait
disease_treatment_result_tooltip_effect = { TREATMENT = $TREATMENT$ OUTCOME = $OUTCOME$ }
}
}
#FAILURE
else_if = {
limit = { scope:outcome = flag:failure }
#SAFE FAILURE (TOAST)
if = {
limit = {
exists = scope:treatment_picker
this = scope:treatment_picker
scope:treatment = flag:safe
}
send_interface_toast = {
title = court_physician_treatment_failure_message_title
left_icon = scope:sick_character
right_icon = scope:portrait
wound_treatment_result_tooltip_effect = { TREATMENT = $TREATMENT$ OUTCOME = $OUTCOME$ }
}
}
#RISKY FAILURE (EVENT)
else_if = {
limit = { scope:treatment = flag:risky }
save_scope_value_as = {
name = disease_or_wound
value = flag:disease
}
trigger_event = health.3200
}
#MYSTIC FAILURE (EVENT)
else_if = {
limit = { scope:treatment = flag:mystic }
trigger_event = health.3201
#reveal secret in this event
}
}
#DEATH (EVENT)
else_if = {
limit = { scope:outcome = flag:death }
add_character_flag = {
flag = sent_relevant_death_event #This blocks further death events triggered by death_management.0001
days = 5
}
trigger_event = health.3200
}
}
}
}
}As written in game/common/scripted_effects/20_health_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls inform_liege_about_disease_treatment_effect.
Events (8)
- …: A Greater Power
health.3108 - …: A Little Brighter
health.3103 - …: A Medical Miracle
health.3105 - …: Balanced Humors
health.3106 - …: Conflicted Feelings
health.3109 - …: Disastrous Mistreatment
health.3107
2 more
- …: Even Worse
health.3104 - …: Into Darkness
health.3110
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.