CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

risky_wound_treatment_effect

risky_wound_treatment_effect = yes

game/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 #Failure

As 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.

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.

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