Scripted effect
maimed_in_battle_effect
maimed_in_battle_effect = yesgame/common/scripted_effects/20_health_effects.txt, line 1355 (42 lines). No parameters.
maimed_in_battle_effect is a scripted effect in Crusader Kings III, written at line 1355 of its file. It takes no parameters: maimed_in_battle_effect = yes. The game's script calls it in 6 places, among them A Ride At Midnight (event martial_chivalry.4000), Hyrcanian Havoc (event fp3_yearly.8017) and Inspiration: … … in the … (event fund_inspiration.9100). Patch 1.20.1.2, from game/common/scripted_effects/20_health_effects.txt.
What it does
- 1 of 4 things will happen:
- 29%:
add_trait_force_tooltip = one_leggedincrease_wounds_effect = { REASON = fight }
- 14%:
add_trait_force_tooltip = disfiguredincrease_wounds_effect = { REASON = fight }epilepsy_brain_trauma_risk_effect = { CHANCE = 5 }
- 29%:
add_trait_force_tooltip = one_eyedincrease_wounds_effect = { REASON = fight }epilepsy_brain_trauma_risk_effect = { CHANCE = 5 }
- 29%:
apply_maimed_trait_and_modifier_effect = yesepilepsy_brain_trauma_risk_effect = { CHANCE = 5 }
- 29%:
• 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 (42 lines of game script)
maimed_in_battle_effect = {
random_list = {
4 = {
trigger = {
NOT = {
has_trait = one_legged
}
}
add_trait_force_tooltip = one_legged
increase_wounds_effect = { REASON = fight }
}
2 = {
trigger = {
NOT = {
has_trait = disfigured
}
}
add_trait_force_tooltip = disfigured
increase_wounds_effect = { REASON = fight }
epilepsy_brain_trauma_risk_effect = { CHANCE = 5 }
}
4 = {
trigger = {
NOT = {
has_trait = one_eyed
}
}
add_trait_force_tooltip = one_eyed
increase_wounds_effect = { REASON = fight }
epilepsy_brain_trauma_risk_effect = { CHANCE = 5 }
}
4 = {
trigger = {
NOT = {
has_trait = maimed
}
}
apply_maimed_trait_and_modifier_effect = yes
epilepsy_brain_trauma_risk_effect = { CHANCE = 5 }
}
}
}As written in game/common/scripted_effects/20_health_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls maimed_in_battle_effect.
Events (3)
- A Ride At Midnight
martial_chivalry.4000 - Hyrcanian Havoc
fp3_yearly.8017 - Inspiration: … … in the …
fund_inspiration.9100
Scripted effects inside an event file (1)
- fp1_0081_troll_duel_alternate_effect
Combat phase events (2)
- commander_maimed
- knight_maimed
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.