CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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):
    • 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)

• 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)

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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