Scripted effect
safe_disease_treatment_effect
safe_disease_treatment_effect = { PATIENT = … TREATMENT_PICKER = … }game/common/scripted_effects/20_health_effects.txt, line 1710 (133 lines). Parameters: $PATIENT$, $TREATMENT_PICKER$.
safe_disease_treatment_effect is a scripted effect in Crusader Kings III, written at line 1710 of its file. A call passes 2 parameters: PATIENT and TREATMENT_PICKER. The game's script calls it in 18 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)
safe_disease_treatment_effect = {
$TREATMENT_PICKER$ = { save_scope_as = treatment_picker }
$PATIENT$ = {
custom_tooltip = safe_diseaste_treatment.tt
hidden_effect = {
save_court_physician_as_effect = { SCOPE_NAME = physician }
if = {
limit = {
NOT = { exists = scope:sick_character }
}
save_scope_as = sick_character
} #If a sick character was not already saved we save the patient as Sick Character here
if = {
limit = {
exists = scope:physician
court_physician_available_trigger = yes
}
#Physician skill up
scope:physician = {
random_list = {
90 = { #physician
trigger = {
NAND = {
has_trait = lifestyle_physician
has_trait_xp = {
trait = lifestyle_physician
value >= 100
}
}
}
physician_level_up_chance_effect = { CHANCE = 10 }
}
10 = { #Mystic
trigger = {
NOR = {
AND = {
has_trait = lifestyle_mystic
has_trait_xp = {
trait = lifestyle_mystic
value >= 100
}
}
AND = { #Because then this would be the only option which is weird
has_trait = lifestyle_physician
has_trait_xp = {
trait = lifestyle_physician
value >= 100
}
}
}
OR = {
NAND = { #Either, this is my first rank up
has_trait = lifestyle_physician
has_trait = lifestyle_mystic
}
has_trait = lifestyle_mystic #I have already chosen this path
}
}
modifier = {
has_trait = lifestyle_mystic
factor = 2
}
modifier = {
ai_zeal >= medium_positive_ai_value
factor = 0
}
mystic_level_up_chance_effect = { CHANCE = 10 }
}
}
}
# OUTCOME RANDOMIZATION
random_list = {
70 = { # Success
modifier = {
factor = scope:physician.physician_safe_treatment_skill_factor
# 1 for an average learning skill character without traits
# 0.2 min for low learning
# ~3 for high skill character without traits
# ~12 for high skill character with best trait (physician_3)
}
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
}
trigger_event = health.3103 #Safe treatment sucess
}
30 = { # Failure
trigger_event = health.3104 #Safe treatment failure
}
70 = { # Failure on purpose
trigger = {
court_physician_can_fail_on_purpose_trigger = yes
}
opinion_modifier = {
who = scope:physician
opinion_target = scope:sick_character
multiplier = -1 # Adds 100 for -100 opinion
}
modifier = {
factor = { #To keep it scaling with success
add = scope:physician.physician_safe_treatment_skill_factor
divide = 2
}
}
modifier = { #Are they already trying to kill you?
add = 40
scope:sick_character = {
any_targeting_scheme = {
scheme_type = murder
OR = {
scheme_owner = scope:physicianAs written in game/common/scripted_effects/20_health_effects.txt.
The first 120 of its 133 lines; the rest is in game/common/scripted_effects/20_health_effects.txt from line 1710.
Where it is used
Every place in common/, events/ and history/ that calls safe_disease_treatment_effect.
Events (18)
- … 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
12 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 - Danger: Under the Weather
travel_danger_events.6040
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.