Scripted effect
eagle_training_success_effect
eagle_training_success_effect = { METHOD = … }game/common/scripted_effects/00_animal_effects.txt, line 2005 (276 lines). Parameters: $METHOD$.
eagle_training_success_effect is a scripted effect in Crusader Kings III, written at line 2005 of its file. A call passes 1 parameter: METHOD. The game's script calls it in 2 places, among them How to Train Your Eagle (event pet_animal.3040) and eagle_training_effect (scripted effect). Its body carries 11 texts 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
- Gain +150 Prestige
- 1 of 5 things will happen:
- 17% – … personality changes:
remove_eagle_personality_trait_effect = yes- Your eagle gains a new personality trait
- 25% – You learn more about … personality (base chance; changed in play) › 1 of 3 things will happen:
- 33% – … is extra perceptive (base chance; changed in play):
- More likely with Learning training
- More likely with Stewardship training
- Gains the modifier “Observant Eagle”
- Control Growth +10%
- 33% – … becomes very defensive of you (base chance; changed in play):
- More likely with Intrigue training
- More likely with Diplomacy training
- Gains the modifier “Protective Eagle”
- Enemy hostile scheme success chance -10%
- 33% – … is quite fierce (base chance; changed in play):
- More likely with Martial training
- Gains the modifier “Aggressive Eagle”
- Enemy Fatal Casualties +10%
- 33% – … is extra perceptive (base chance; changed in play):
- 25% – … … personality is more helpful:
- 25% – You learn more about … personality › 1 of 6 things will happen:
- 17% – … is quite daring (base chance; changed in play):
- More likely with Martial training
set_eagle_personality_trait_effect = { ADD_MODIFIER = yes TRAIT = brave }- Gains the modifier “Brave Eagle” — without Training
- Prowess +1
- Martial +1
- Attacker Advantage +2
- 17% – … is intrigued by … surroundings (base chance; changed in play):
- More likely with Learning training
set_eagle_personality_trait_effect = { ADD_MODIFIER = yes TRAIT = curious }- Gains the modifier “Curious Eagle” — without Training
- Learning +2
- Monthly Lifestyle Experience +5%
- 17% – … pulls crafty tricks on you (base chance; changed in play):
- More likely with Intrigue training
set_eagle_personality_trait_effect = { ADD_MODIFIER = yes TRAIT = cunning }- Gains the modifier “Cunning Eagle” — without Training
- Intrigue +2
- Dread Gain +20%
- 17% – … sticks by your side (base chance; changed in play):
- More likely with Diplomacy training
set_eagle_personality_trait_effect = { ADD_MODIFIER = yes TRAIT = loyal }- Gains the modifier “Loyal Eagle” — without Training
- Legitimacy Gain +10%
- Diplomacy +1
- Prestige +0.5/month
- 17% – … is brighter compared to other birds (base chance; changed in play):
- More likely with Stewardship training
set_eagle_personality_trait_effect = { ADD_MODIFIER = yes TRAIT = wise }- Gains the modifier “Wise Eagle” — without Training
- Stewardship +2
- Diplomacy +1
- 17% – … is not a peckish creature (base chance; changed in play):
set_eagle_personality_trait_effect = { ADD_MODIFIER = yes TRAIT = calm }- Gains the modifier “Calm Eagle” — without Training
- Stress Loss +20%
- Health +0.05
- 17% – … is quite daring (base chance; changed in play):
- 8% – You and … become a little more skilled:
- Gains the modifier “Skilled Eagle Falconer” for 2 years
- Prowess +1
- Martial +1
- Gains the modifier “Skilled Eagle Falconer” for 2 years
- 17% – … personality changes:
• 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 (120 lines of game script)
eagle_training_success_effect = {
add_prestige = medium_prestige_gain
random_list = {
desc = pet_animal.3040.training_good_desc
20 = { # Change personality
show_chance = no
trigger = {
has_eagle_personality_trait_trigger = yes
}
set_variable = {
name = eagle_personality_trait_prev
value = var:eagle_personality_trait
}
desc = pet_animal.3040.personality_change
show_as_tooltip = { remove_eagle_personality_trait_effect = yes }
custom_tooltip = pet_animal.3040.personality_change_tooltip
hidden_effect = {
random_list = {
10 = {
trigger = { NOT = { var:eagle_personality_trait_prev ?= flag:brave } }
modifier = { flag:$METHOD$ = flag:martial add = 10 }
send_interface_toast = {
title = pet_animal.3040.training_good_title
type = event_toast_effect_good
left_icon = root
remove_eagle_personality_trait_effect = yes
set_eagle_personality_trait_effect = { ADD_MODIFIER = yes TRAIT = brave }
show_as_tooltip = { add_character_modifier = brave_eagle_story_modifier }
}
}
10 = {
trigger = { NOT = { var:eagle_personality_trait_prev ?= flag:curious } }
modifier = { flag:$METHOD$ = flag:learning add = 10 }
send_interface_toast = {
title = pet_animal.3040.training_good_title
type = event_toast_effect_good
left_icon = root
remove_eagle_personality_trait_effect = yes
set_eagle_personality_trait_effect = { ADD_MODIFIER = yes TRAIT = curious }
show_as_tooltip = { add_character_modifier = curious_eagle_story_modifier }
}
}
10 = {
trigger = { NOT = { var:eagle_personality_trait_prev ?= flag:cunning } }
modifier = { flag:$METHOD$ = flag:intrigue add = 10 }
send_interface_toast = {
title = pet_animal.3040.training_good_title
type = event_toast_effect_good
left_icon = root
remove_eagle_personality_trait_effect = yes
set_eagle_personality_trait_effect = { ADD_MODIFIER = yes TRAIT = cunning }
show_as_tooltip = { add_character_modifier = cunning_eagle_story_modifier }
}
}
10 = {
trigger = { NOT = { var:eagle_personality_trait_prev ?= flag:loyal } }
modifier = { flag:$METHOD$ = flag:diplomacy add = 10 }
send_interface_toast = {
title = pet_animal.3040.training_good_title
type = event_toast_effect_good
left_icon = root
remove_eagle_personality_trait_effect = yes
set_eagle_personality_trait_effect = { ADD_MODIFIER = yes TRAIT = loyal }
show_as_tooltip = { add_character_modifier = loyal_eagle_story_modifier }
}
}
10 = {
trigger = { NOT = { var:eagle_personality_trait_prev ?= flag:wise } }
modifier = { flag:$METHOD$ = flag:stewardship add = 10 }
send_interface_toast = {
title = pet_animal.3040.training_good_title
type = event_toast_effect_good
left_icon = root
remove_eagle_personality_trait_effect = yes
set_eagle_personality_trait_effect = { ADD_MODIFIER = yes TRAIT = wise }
show_as_tooltip = { add_character_modifier = wise_eagle_story_modifier }
}
}
10 = {
trigger = { NOT = { var:eagle_personality_trait_prev ?= flag:calm } }
send_interface_toast = {
title = pet_animal.3040.training_good_title
type = event_toast_effect_good
left_icon = root
remove_eagle_personality_trait_effect = yes
set_eagle_personality_trait_effect = { ADD_MODIFIER = yes TRAIT = calm }
show_as_tooltip = { add_character_modifier = calm_eagle_story_modifier }
}
}
}
}
remove_variable = eagle_personality_trait_prev
}
30 = { # Give secondary
show_chance = no
desc = pet_animal.3040.personality
modifier = { flag:$METHOD$ = flag:none add = 10 }
trigger = {
has_eagle_personality_trait_trigger = yes
has_secondary_eagle_personality_trait_trigger = no
}
random_list = {
10 = { # Increase sightings
show_chance = no
desc = pet_animal.3040.personality_new_observant
modifier = { flag:$METHOD$ = flag:stewardship add = 10 }
modifier = { flag:$METHOD$ = flag:learning add = 10 }
custom_tooltip = pet_animal.3040.personality_bonus_learning
custom_tooltip = pet_animal.3040.personality_bonus_stewardship
set_variable = { name = eagle_personality_trait_2 value = flag:observant }
send_interface_toast = {
title = pet_animal.3040.training_good_title
type = event_toast_effect_good
left_icon = root
add_character_modifier = { modifier = observant_eagle_story_modifier }
}
}
10 = { # Prevent injury
show_chance = noAs written in game/common/scripted_effects/00_animal_effects.txt.
The first 120 of its 276 lines; the rest is in game/common/scripted_effects/00_animal_effects.txt from line 2005.
Where it is used
Every place in common/, events/ and history/ that calls eagle_training_success_effect.
Events (1)
- How to Train Your Eagle
pet_animal.3040
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.