Scripted trigger
sick_enough_for_relative_to_care_trigger
sick_enough_for_relative_to_care_trigger = yesgame/common/scripted_triggers/20_health_triggers.txt, line 761 (14 lines). No parameters.
sick_enough_for_relative_to_care_trigger is a scripted trigger in Crusader Kings III, written at line 761 of its file. It takes no parameters: sick_enough_for_relative_to_care_trigger = yes (or no). The game's script calls it in 2 places, among them contract_disease_effect (scripted effect) and liege_picks_treatment_trigger (scripted trigger). Patch 1.20.1.2, from game/common/scripted_triggers/20_health_triggers.txt.
What it checks
Otherwise
always = yes
• 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 (14 lines of game script)
sick_enough_for_relative_to_care_trigger = {
#For this list of diseases, you need to be dying
trigger_if = {
limit = {
exists = scope:disease_type
minor_disease_flag_for_notification_trigger = yes
}
health < death_chance_dying_health
}
#For all others we always notify
trigger_else = {
always = yes
}
}As written in game/common/scripted_triggers/20_health_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls sick_enough_for_relative_to_care_trigger.
Scripted effects (1)
Scripted triggers (1)
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.