Scripted effect
add_eagle_personality_modifier_effect
add_eagle_personality_modifier_effect = yesgame/common/scripted_effects/00_animal_effects.txt, line 1528 (34 lines). No parameters.
add_eagle_personality_modifier_effect is a scripted effect in Crusader Kings III, written at line 1528 of its file. It takes no parameters: add_eagle_personality_modifier_effect = yes. The game's script calls it in 8 places, among them … Gift (event pet_animal.3080), … Song (event pet_animal.3070) and …: The Return (event pet_animal.3011). Patch 1.20.1.2, from game/common/scripted_effects/00_animal_effects.txt.
What it does
- If has the Modifier: Hunting Eagle: Loses “Hunting Eagle”
- If has “eagle personality trait” (a variable the game's script sets) › Depending on eagle personality trait:
- When eagle personality trait is Brave:
- Gains the modifier “Brave Eagle” — without Training
- Prowess +1
- Martial +1
- Attacker Advantage +2
- Gains the modifier “Brave Eagle” — without Training
- When eagle personality trait is curious:
- Gains the modifier “Curious Eagle” — without Training
- Learning +2
- Monthly Lifestyle Experience +5%
- Gains the modifier “Curious Eagle” — without Training
- When eagle personality trait is Loyal:
- Gains the modifier “Loyal Eagle” — without Training
- Legitimacy Gain +10%
- Diplomacy +1
- Prestige +0.5/month
- Gains the modifier “Loyal Eagle” — without Training
- When eagle personality trait is calm:
- Gains the modifier “Calm Eagle” — without Training
- Stress Loss +20%
- Health +0.05
- Gains the modifier “Calm Eagle” — without Training
- When eagle personality trait is Wise:
- Gains the modifier “Wise Eagle” — without Training
- Stewardship +2
- Diplomacy +1
- Gains the modifier “Wise Eagle” — without Training
- When eagle personality trait is cunning:
- Gains the modifier “Cunning Eagle” — without Training
- Intrigue +2
- Dread Gain +20%
- Gains the modifier “Cunning Eagle” — without Training
- When eagle personality trait is Brave:
• 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 (34 lines of game script)
add_eagle_personality_modifier_effect = {
if = {
limit = {
has_character_modifier = eagle_story_modifier
}
remove_character_modifier = eagle_story_modifier
}
if = {
limit = {
has_variable = eagle_personality_trait
}
switch = {
trigger = var:eagle_personality_trait
flag:brave = {
add_character_modifier = brave_eagle_story_modifier
}
flag:curious = {
add_character_modifier = curious_eagle_story_modifier
}
flag:loyal = {
add_character_modifier = loyal_eagle_story_modifier
}
flag:calm = {
add_character_modifier = calm_eagle_story_modifier
}
flag:wise = {
add_character_modifier = wise_eagle_story_modifier
}
flag:cunning = {
add_character_modifier = cunning_eagle_story_modifier
}
}
}
}As written in game/common/scripted_effects/00_animal_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls add_eagle_personality_modifier_effect.
Events (3)
- … Gift
pet_animal.3080 - … Song
pet_animal.3070 - …: The Return
pet_animal.3011
Source: game/common/scripted_effects/00_animal_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.