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

safe_wound_treatment_effect

safe_wound_treatment_effect = yes

game/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.

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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