Scripted effect
eagle_training_failure_effect
eagle_training_failure_effect = yesgame/common/scripted_effects/00_animal_effects.txt, line 2282 (76 lines). No parameters.
eagle_training_failure_effect is a scripted effect in Crusader Kings III, written at line 2282 of its file. It takes no parameters: eagle_training_failure_effect = yes. The game's script calls it in 1 place, among them eagle_training_effect (scripted effect). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_animal_effects.txt.
What it does
- 1 of 3 things will happen:
- 33% – … loses some of … vigor: Your eagle's personality is less helpful
- 22% – And … is injured in the process (base chance; changed in play):
weaken_eagle_effect = yes- Event pet_animal.3030
- 44% – But luckily, … is unharmed:
• 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 (76 lines of game script)
eagle_training_failure_effect = {
random_list = {
desc = pet_animal.3040.training_bad_desc
30 = { # Lose some skill
show_chance = no
desc = pet_animal.3040.training_bad
trigger = {
has_eagle_personality_trait_trigger = yes
var:eagle_personality_level >= 2
}
send_interface_toast = {
title = pet_animal.3040.training_bad_title
type = event_toast_effect_bad
left_icon = root
custom_tooltip = pet_animal.3040.personality_less_effective
hidden_effect = {
remove_eagle_personality_modifier_effect = yes
change_variable = {
name = eagle_personality_level
add = -1
}
add_eagle_personality_modifier_effect = yes
}
}
}
20 = { # Eagle is injured :(
show_chance = no
desc = pet_animal.3040.training_very_bad
modifier = {
add = -10
has_character_modifier = skilled_eagle_modifier
}
modifier = {
add = 10
has_character_modifier = weak_eagle_modifier
}
modifier = {
add = 20
has_character_modifier = very_weak_eagle_modifier
}
modifier = {
add = 10
has_trait = intellect_bad_1
}
modifier = {
add = 20
has_trait = intellect_bad_2
}
modifier = {
add = 30
has_trait = intellect_bad_3
}
save_scope_value_as = {
name = eagle_injury_source
value = flag:training
}
show_as_tooltip = {
weaken_eagle_effect = yes
}
trigger_event = {
id = pet_animal.3030
}
}
40 = { # Nothing happens
show_chance = no
desc = pet_animal.3040.training_neutral
send_interface_toast = {
title = pet_animal.3040.training_bad_title
type = event_toast_effect_bad
left_icon = root
add_stress = miniscule_stress_impact_gain
add_prestige = minor_prestige_loss
}
}
}
}As written in game/common/scripted_effects/00_animal_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls eagle_training_failure_effect.
Scripted effects (1)
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.