Scripted effect
medicine_2050_b_failure_effect
medicine_2050_b_failure_effect = yesgame/common/scripted_effects/00_learning_lifestyle_effects.txt, line 1296 (15 lines). No parameters.
medicine_2050_b_failure_effect is a scripted effect in Crusader Kings III, written at line 1296 of its file. It takes no parameters: medicine_2050_b_failure_effect = yes. The game's script calls it in 2 places, among them Bleeding Out (event learning_medicine.2050) and Bleeding Out (event learning_medicine.2054). Patch 1.20.1.2, from game/common/scripted_effects/00_learning_lifestyle_effects.txt.
What it does
scope:soldier:death = { death_reason = death_treatment killer = root }
- If ai compassion more than 0: Stress and fulfillment impact: +20, and by trait: Compassionate +20
• 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 (15 lines of game script)
medicine_2050_b_failure_effect = {
scope:soldier = {
death = {
death_reason = death_treatment
killer = root
}
}
if = {
limit = { ai_compassion > 0 }
stress_and_fulfillment_impact = {
base = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
}
}
}As written in game/common/scripted_effects/00_learning_lifestyle_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls medicine_2050_b_failure_effect.
Events (2)
- Bleeding Out
learning_medicine.2050 - Bleeding Out
learning_medicine.2054
Source: game/common/scripted_effects/00_learning_lifestyle_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.