CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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

• 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 = no

As 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)

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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