Scripted effect
risky_disease_treatment_effect
risky_disease_treatment_effect = { PATIENT = … TREATMENT_PICKER = … }game/common/scripted_effects/20_health_effects.txt, line 1845 (182 lines). Parameters: $PATIENT$, $TREATMENT_PICKER$.
risky_disease_treatment_effect is a scripted effect in Crusader Kings III, written at line 1845 of its file. A call passes 2 parameters: PATIENT and TREATMENT_PICKER. The game's script calls it in 17 places, among them … A Journey's End? (event health.1001), …: A Killer In Our Midst (event health.2101) and …: My Ailing … (event health.3102). Its body carries 1 text of the game's own for the player. 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 (120 lines of game script)
risky_disease_treatment_effect = {
$TREATMENT_PICKER$ = { save_scope_as = treatment_picker }
$PATIENT$ = {
custom_tooltip = risky_diseaste_treatment.tt
scope:treatment_picker = {
stress_and_fulfillment_impact = {
craven = medium_stress_impact_gain
content = minor_stress_impact_gain
}
}
hidden_effect = {
save_court_physician_as_effect = { SCOPE_NAME = physician }
if = {
limit = {
exists = scope:physician
court_physician_available_trigger = yes
}
#Physician skill up
scope:physician = {
physician_level_up_chance_effect = { CHANCE = 10 }
}
random_list = {
1 = { #Success
modifier = {
scope:physician = {
learning >= mediocre_skill_rating
learning < medium_skill_rating
}
factor = 2
}
modifier = {
scope:physician = {
learning >= medium_skill_rating
learning < decent_skill_rating
}
factor = 4
}
modifier = {
scope:physician = {
learning >= decent_skill_rating
learning < high_skill_rating
}
factor = 7
}
modifier = {
scope:physician = {
learning >= high_skill_rating
}
factor = 10
}
modifier = {
scope:physician = { has_trait = lifestyle_physician }
factor = 2
}
modifier = {
scope:physician = {
has_trait = lifestyle_physician
has_trait_xp = {
trait = lifestyle_physician
value >= 50
}
}
factor = 5
}
modifier = {
scope:physician = {
has_trait = lifestyle_physician
has_trait_xp = {
trait = lifestyle_physician
value >= 100
}
}
factor = 5
}
# Liege Perk bonus
modifier = {
exists = scope:physician.liege
scope:physician.liege = {
has_perk = anatomical_studies_perk
}
factor = 2
}
modifier = { # Bump the death numbers a bit
$PATIENT$ = { is_ruler = no }
factor = 0.8
}
modifier = { # Pool characters should die more
$PATIENT$ = { is_pool_character = yes }
factor = 0.2
}
#Critical or normal success?
random_list = {
1 = {
modifier = {
scope:physician = { has_trait = lifestyle_physician }
factor = 2
}
modifier = {
scope:physician = {
has_trait = lifestyle_physician
has_trait_xp = {
trait = lifestyle_physician
value >= 50
}
}
factor = 2
}
modifier = {
scope:physician = {
has_trait = lifestyle_physician
has_trait_xp = {
trait = lifestyle_physician
value >= 100
}As written in game/common/scripted_effects/20_health_effects.txt.
The first 120 of its 182 lines; the rest is in game/common/scripted_effects/20_health_effects.txt from line 1845.
Where it is used
Every place in common/, events/ and history/ that calls risky_disease_treatment_effect.
Events (17)
- … A Journey's End?
health.1001 - …: A Killer In Our Midst
health.2101 - …: My Ailing …
health.3102 - …: My Poor …
health.2201 - …: The End of a Journey?
health.1002 - …: The End of a Journey?
health.1003
11 more
- …: The End of a Journey?
health.1004 - …: The End of a Journey?
health.1005 - …: The End of a Journey?
health.1006 - …: The End of a Journey?
health.1007 - …: The End of a Journey?
health.1013 - …: The End of a Journey?
health.1010 - …: The End of a Journey?
health.1011 - …: The End of a Journey?
health.1015 - …: The End of a Journey?
health.1016 - …: The End of a Journey?
health.1017 - …: Time For Treatment
health.3101
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.