Scripted effect
eagle_treatment_effect
eagle_treatment_effect = { BONUS = … HEALER = … }game/common/scripted_effects/00_animal_effects.txt, line 1669 (121 lines). Parameters: $BONUS$, $HEALER$.
eagle_treatment_effect is a scripted effect in Crusader Kings III, written at line 1669 of its file. A call passes 2 parameters: BONUS and HEALER. The game's script calls it in 1 place, among them … Eye (event pet_animal.3030). Patch 1.20.1.2, from game/common/scripted_effects/00_animal_effects.txt.
What it does
- 1 of 4 things will happen:
- 14% – They successfully restore your eagle to full health (base chance; changed in play):
- Stress and fulfillment impact: -30
unweaken_eagle_effect = { FULL = yes }- Gains the modifier “Hale Eagle” for 3 years
- Health +0.1
- Opinion: Grateful (+25)
- 29% – They treat your eagle's injury (base chance; changed in play):
- Stress and fulfillment impact: -15
unweaken_eagle_effect = { FULL = no }- Opinion: Grateful (+15)
- 38% – Nothing that they do seems to help (base chance; changed in play):
- Stress and fulfillment impact: +10, and by trait: Callous -5
- Opinion: Disappointed (-15)
- 19% – Somehow, they make your eagle's condition worse (base chance; changed in play):
- Stress and fulfillment impact: +20, and by trait: Callous -15
weaken_eagle_effect = yes- Opinion: Angry (-25)
- 14% – They successfully restore your eagle to full health (base chance; changed in play):
• 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_treatment_effect = {
$HEALER$ = { save_scope_as = healer }
random_list = {
15 = { # Treatment is very successful
modifier = {
is_alive = yes
add = scope:healer.learning
}
modifier = {
flag:$BONUS$ = flag:court_physician
add = 5
}
desc = pet_animal.3030.very_good
stress_and_fulfillment_impact = {
base = medium_stress_impact_loss
}
send_interface_toast = {
title = pet_animal.eagle_unweak_title
type = event_toast_effect_good
left_icon = root
right_icon = scope:healer
unweaken_eagle_effect = { FULL = yes }
add_character_modifier = {
modifier = strong_eagle_modifier
years = 3
}
add_opinion = {
modifier = grateful_opinion
target = scope:healer
opinion = 25
}
}
}
30 = { # Treatment is successful
modifier = {
is_alive = yes
add = scope:healer.learning
}
modifier = {
flag:$BONUS$ = flag:court_physician
add = 10
}
modifier = {
OR = {
flag:$BONUS$ = flag:courtier
flag:$BONUS$ = flag:hunter
}
add = 20
}
desc = pet_animal.3030.good
stress_and_fulfillment_impact = {
base = minor_stress_impact_loss
}
send_interface_toast = {
title = pet_animal.eagle_unweak_title
type = event_toast_effect_good
left_icon = root
right_icon = scope:healer
unweaken_eagle_effect = { FULL = no }
add_opinion = {
modifier = grateful_opinion
target = scope:healer
opinion = 15
}
}
}
40 = { # Treatment is unsuccessful
modifier = {
flag:$BONUS$ = flag:court_physician
add = -15
}
modifier = {
flag:$BONUS$ = flag:courtier
add = -7
}
desc = pet_animal.3030.nothing
stress_and_fulfillment_impact = {
base = miniscule_stress_impact_gain
callous = miniscule_stress_impact_loss
}
send_interface_toast = {
title = pet_animal.3030.nothing
type = event_toast_effect_bad
left_icon = root
right_icon = scope:healer
add_opinion = {
modifier = disappointed_opinion
target = scope:healer
opinion = -15
}
}
}
20 = { # Makes it worse somehow
modifier = {
flag:$BONUS$ = flag:court_physician
add = -10
}
modifier = {
flag:$BONUS$ = flag:courtier
add = -5
}
desc = pet_animal.3030.bad
stress_and_fulfillment_impact = {
base = minor_stress_impact_gain
callous = minor_stress_impact_loss
}
send_interface_toast = {
title = pet_animal.eagle_unweak_title
type = event_toast_effect_bad
left_icon = root
right_icon = scope:healer
weaken_eagle_effect = yes
add_opinion = {
modifier = angry_opinion
target = scope:healer
opinion = -25
}
}
}
}As written in game/common/scripted_effects/00_animal_effects.txt.
The first 120 of its 121 lines; the rest is in game/common/scripted_effects/00_animal_effects.txt from line 1669.
Where it is used
Every place in common/, events/ and history/ that calls eagle_treatment_effect.
Events (1)
- … Eye
pet_animal.3030
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.