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

add_eagle_personality_modifier_effect

add_eagle_personality_modifier_effect = yes

game/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
    • When eagle personality trait is curious:
    • When eagle personality trait is Loyal:
    • When eagle personality trait is calm:
    • When eagle personality trait is Wise:
      • Gains the modifier “Wise Eagle” — without Training
        • Stewardship +2
        • Diplomacy +1
    • When eagle personality trait is cunning:
      • Gains the modifier “Cunning Eagle” — without Training
        • Intrigue +2
        • Dread Gain +20%

• 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.

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.

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