Scripted effect
medicine_2050_soldier_saving_effect
medicine_2050_soldier_saving_effect = yesgame/common/scripted_effects/00_learning_lifestyle_effects.txt, line 1248 (23 lines). No parameters.
medicine_2050_soldier_saving_effect is a scripted effect in Crusader Kings III, written at line 1248 of its file. It takes no parameters: medicine_2050_soldier_saving_effect = yes. The game's script calls it in 2 places, among them medicine_2050_a_success_effect (scripted effect) and medicine_2050_b_success_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_learning_lifestyle_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (23 lines of game script)
medicine_2050_soldier_saving_effect = {
add_courtier = scope:soldier
add_hook = {
target = scope:soldier
type = loyalty_hook
}
hidden_effect = {
scope:soldier = {
change_trait_rank = {
trait = wounded
rank = -1
}
add_character_modifier = {
modifier = risky_wound_treatment_success_modifier
days = wound_treatment_success_duration
}
trigger_event = {
id = health.4999 #Sends health.4001 to me or 4002 to liege
days = wound_treatment_success_duration_plus_1
}
}
}
}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_soldier_saving_effect.
Scripted effects (2)
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.