Scripted effect
recover_from_disease_effect
recover_from_disease_effect = { DISEASE = … }game/common/scripted_effects/20_health_effects.txt, line 719 (194 lines). Parameters: $DISEASE$.
recover_from_disease_effect is a scripted effect in Crusader Kings III, written at line 719 of its file. A call passes 1 parameter: DISEASE. The game's script calls it in 16 places, among them … Sickness (event pilgrimage.2008), …: A Battle Won (event health.1105) and …: A Chance to Breathe (event health.1112). Patch 1.20.1.2, from game/common/scripted_effects/20_health_effects.txt.
The comment above it in the file
Removes the disease in question and sends notifications to everyone who should know. Needs the arguments DISEASE (trait name, only exception is early_great_pox - it should be removed as great_pox). Does NOT send an event to the character who gets the disease.
What it does
• 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 (120 lines of game script)
recover_from_disease_effect = {
hidden_effect = {
save_scope_value_as = {
name = disease_type
value = flag:$DISEASE$
}
if = {
limit = {
has_trait = early_great_pox
scope:disease_type = flag:great_pox
}
save_scope_value_as = {
name = disease_type
value = flag:early_great_pox
}
}
}
if = { #They actually have the disease you want to remove
limit = { has_trait = $DISEASE$ }
save_scope_as = sick_character
#Notifications (first, because some notifications need to check health which are changed when traits are removed)
hidden_effect = {
#IMPORTANT CHARACTER (add to list)
if = {
limit = { #The disease has to be somewhat dangerous
OR = {
health < death_chance_dying_health
NOR = {
scope:disease_type = flag:ill
scope:disease_type = flag:gout_ridden
scope:disease_type = flag:lovers_pox
scope:disease_type = flag:early_great_pox
}
}
}
every_parent = {
limit = { is_playable_character = yes }
add_to_temporary_list = disase_notification_list
}
every_child = {
limit = { is_playable_character = yes }
add_to_temporary_list = disase_notification_list
}
every_spouse = {
limit = {
is_playable_character = yes
NOT = { is_in_list = disase_notification_list }
}
add_to_temporary_list = disase_notification_list
}
every_heir_title = {
limit = {
exists = holder
}
holder = {
if = {
limit = {
player_heir ?= scope:sick_character
NOT = { is_in_list = disase_notification_list }
}
add_to_temporary_list = disase_notification_list
}
}
}
}
#PARTNERS WHO WANT TO KNOW ABOUT STDS (add to list)
if = {
limit = {
OR = {
scope:disease_type = flag:great_pox
scope:disease_type = flag:lovers_pox
scope:disease_type = flag:early_great_pox
}
}
every_relation = {
type = lover
limit = {
is_playable_character = yes
NOT = { is_in_list = disase_notification_list }
}
add_to_temporary_list = disase_notification_list
}
every_concubine = {
limit = {
is_playable_character = yes
NOT = { is_in_list = disase_notification_list }
}
add_to_temporary_list = disase_notification_list
}
}
#IMPOTANT CHARACTER NOTIFICATION EVENT
every_parent = {
limit = {
inform_about_relative_recovery_trigger = yes
}
add_to_temporary_list = disase_notification_list
}
every_spouse = {
limit = {
inform_about_relative_recovery_trigger = yes
NOT = { is_in_list = disase_notification_list }
}
add_to_temporary_list = disase_notification_list
}
every_heir_title = {
limit = {
exists = holder
}
holder = {
if = {
limit = {
player_heir = scope:sick_character
inform_about_relative_recovery_trigger = yesAs written in game/common/scripted_effects/20_health_effects.txt.
The first 120 of its 194 lines; the rest is in game/common/scripted_effects/20_health_effects.txt from line 719.
Where it is used
Every place in common/, events/ and history/ that calls recover_from_disease_effect.
Events (15)
- … Sickness
pilgrimage.2008 - …: A Battle Won
health.1105 - …: A Chance to Breathe
health.1112 - …: A Great Relief
health.1109 - …: A Medical Miracle
health.1107 - …: A Rest
health.1113
9 more
- …: A Second Chance
health.1106 - …: Against All Odds
health.1111 - …: Back to Normal
health.1114 - …: Escaping …
health.1110 - …: Free From Pain
health.1103 - …: My Old Self
health.1101 - …: My Strength Returning
health.1102 - Dreams of Destruction
fp2_struggle.1050 - Mystical Communion: A Miracle
mystic_lifestyle.1008
Scripted effects inside an event file (1)
- pam_secular_faith_recover_from_any_disease_effect
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.