Scripted trigger
court_physician_can_fail_on_purpose_trigger
court_physician_can_fail_on_purpose_trigger = yesgame/common/scripted_triggers/20_health_triggers.txt, line 852 (17 lines). No parameters.
court_physician_can_fail_on_purpose_trigger is a scripted trigger in Crusader Kings III, written at line 852 of its file. It takes no parameters: court_physician_can_fail_on_purpose_trigger = yes (or no). The game's script calls it in 3 places, among them mystic_disease_treatment_effect (scripted effect), risky_disease_treatment_effect (scripted effect) and safe_disease_treatment_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_triggers/20_health_triggers.txt.
What it checks
scope:physician:dread_modified_ai_boldness = { dreaded_character = scope:sick_character value > 0 }
One of these
- Opinion from physician less than 0
or
has_relation_rival = scope:physicianor
has_relation_potential_rival = scope:physician
scope:physician != scope:sick_character
• 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 (17 lines of game script)
court_physician_can_fail_on_purpose_trigger = {
scope:physician = {
dread_modified_ai_boldness = {
dreaded_character = scope:sick_character
value > 0
}
}
OR = {
reverse_opinion = {
target = scope:physician
value < 0
}
has_relation_rival = scope:physician
has_relation_potential_rival = scope:physician
}
scope:physician != scope:sick_character
}As written in game/common/scripted_triggers/20_health_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls court_physician_can_fail_on_purpose_trigger.
Source: game/common/scripted_triggers/20_health_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.