Scripted effect
safe_wound_treatment_effect
safe_wound_treatment_effect = yesgame/common/scripted_effects/20_health_effects.txt, line 2254 (112 lines). No parameters.
safe_wound_treatment_effect is a scripted effect in Crusader Kings III, written at line 2254 of its file. It takes no parameters: safe_wound_treatment_effect = yes. The game's script calls it in 8 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 safe treatment might lessen my pain temporarily and has few risks
• 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 (112 lines of game script)
safe_wound_treatment_effect = {
custom_tooltip = safe_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 = {
if = {
limit = {
NAND = {
has_trait = lifestyle_physician
has_trait_xp = {
trait = lifestyle_physician
value >= 100
}
}
}
physician_level_up_chance_effect = { CHANCE = 10 }
}
}
random_list = {
10 = { #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
}
if = {
limit = {
has_trait = wounded_1
}
trigger_event = {
id = health.0100
days = { 2 3 }
}
}
else = {
trigger_event = health.4101 #Safe treatment success
}
}
50 = { #Failure
if = {
limit = {
has_trait = wounded_1
}
trigger_event = {
id = health.0101
days = { 2 3 }
}
}
else = {
trigger_event = health.4102 #Safe treatment failure
}
}
}
}
}
}As written in game/common/scripted_effects/20_health_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls safe_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
Scripted effects (1)
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.