Hands-On Usage
In mod scenarios requiring special handling of injured scientists (such as pausing research projects, triggering scripted events, or restricting scientist actions), you can use this trigger to detect whether a scientist is currently in an injured state. For example, in event options, only allow a scientist to be assigned tasks if they are not injured:
available = {
is_scientist_injured = no
}
Synergy
[is_active_scientist](/wiki/trigger/is_active_scientist) — Typically confirm first whether the character is an active scientist before checking if they are injured, to avoid making invalid checks on non-scientist characters.
[injure_scientist_for_days](/wiki/effect/injure_scientist_for_days) — Commonly used to trigger the injury effect, then reverse-verify the injured state with is_scientist_injured to confirm the effect has taken hold, useful for debugging or subsequent conditional branches.
[has_scientist_level](/wiki/trigger/has_scientist_level) — High-level scientists often require additional scripted handling when injured; combining these two allows you to trigger different logic for injured scientists of specific levels.
[add_scientist_xp](/wiki/effect/add_scientist_xp) — When granting experience rewards to scientists during recovery phases, ensure the injured state has ended; commonly used in conjunction with the negated form of this trigger.
Common Pitfalls
- Forgetting to confirm the scope is a scientist character: Using this trigger directly under a country or province scope will cause script errors or permanently return false. Always ensure the current scope points to a CHARACTER with scientist status.
- Confusing injured state with inactive state: A scientist not being injured does not mean they are in an active state.
is_scientist_injured = no is not equivalent to is_active_scientist = yes; these two conditions must be evaluated separately and cannot be used interchangeably.