Scripted effect
change_eagle_personality_trait_effect
change_eagle_personality_trait_effect = yesgame/common/scripted_effects/00_animal_effects.txt, line 1394 (9 lines). No parameters.
change_eagle_personality_trait_effect is a scripted effect in Crusader Kings III, written at line 1394 of its file. It takes no parameters: change_eagle_personality_trait_effect = yes. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_animal_effects.txt.
What it does
set_random_eagle_personality_trait_effect = { ADD_MODIFIER = 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 (9 lines of game script)
change_eagle_personality_trait_effect = {
if = {
limit = {
has_eagle_personality_trait_trigger = yes
}
remove_eagle_personality_trait_effect = yes
}
set_random_eagle_personality_trait_effect = { ADD_MODIFIER = yes }
}As written in game/common/scripted_effects/00_animal_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
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.