Scripted effect
risky_wound_treatment_effect
risky_wound_treatment_effect = yesgame/common/scripted_effects/20_health_effects.txt, line 2368 (125 lines). No parameters.
risky_wound_treatment_effect is a scripted effect in Crusader Kings III, written at line 2368 of its file. It takes no parameters: risky_wound_treatment_effect = yes. The game's script calls it in 7 places, among them …: Time For Treatment (event health.4001), Wounded: A Taint Within (event health.0202) and Wounded: Dark Tidings (event health.0204). 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
- A risky treatment might have great outcomes, but could also lead to worsened symptoms or permanent injuries
• 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)
risky_wound_treatment_effect = {
custom_tooltip = risky_wound_treatment.tt
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 = 2
}
modifier = {
scope:physician = {
has_trait = lifestyle_physician
has_trait_xp = {
trait = lifestyle_physician
value >= 100
}
}
factor = 4
}
modifier = { #Gangrene! Lower chance of success
factor = 0.5
has_character_modifier = gangrene_modifier
}
#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
}
}
factor = 2
}
modifier = {
has_character_modifier = infected_wound_modifier
factor = 0.7
}
modifier = { #Gangrene! Lower chance of critical success
has_character_modifier = gangrene_modifier
factor = 0.7
}
trigger_event = health.4103 #Critical success
}
5 = {
trigger_event = health.4104 #Normal success
}
}
}
10 = { #Failure
trigger_event = health.4105 #FailureAs written in game/common/scripted_effects/20_health_effects.txt.
The first 120 of its 125 lines; the rest is in game/common/scripted_effects/20_health_effects.txt from line 2368.
Where it is used
Every place in common/, events/ and history/ that calls risky_wound_treatment_effect.
Events (7)
- …: Time For Treatment
health.4001 - Wounded: A Taint Within
health.0202 - Wounded: Dark Tidings
health.0204 - Wounded: Deeply Cut
health.0102 - Wounded: Grievously Injured
health.0104 - Wounded: My Injured …
health.4000
1 more
- Wounded: My Injured …
health.4002
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.