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

eagle_training_failure_effect

eagle_training_failure_effect = yes

game/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):
    • 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.

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