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

remove_eagle_personality_modifier_effect

remove_eagle_personality_modifier_effect = yes

game/common/scripted_effects/00_animal_effects.txt, line 1414 (56 lines). No parameters.

remove_eagle_personality_modifier_effect is a scripted effect in Crusader Kings III, written at line 1414 of its file. It takes no parameters: remove_eagle_personality_modifier_effect = yes. The game's script calls it in 3 places, among them eagle_training_failure_effect (scripted effect), eagle_training_success_effect (scripted effect) and remove_eagle_personality_trait_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_animal_effects.txt.

What it does

  • If has the Modifier: Brave Eagle: Loses “Brave Eagle”
  • If has the Modifier: Curious Eagle: Loses “Curious Eagle”
  • If has the Modifier: Loyal Eagle: Loses “Loyal Eagle”
  • If has the Modifier: Calm Eagle: Loses “Calm Eagle”
  • If has the Modifier: Wise Eagle: Loses “Wise Eagle”
  • If has the Modifier: Cunning Eagle: Loses “Cunning Eagle”
  • If has the Modifier: Aggressive Eagle: Loses “Aggressive Eagle”
  • If has the Modifier: Observant Eagle: Loses “Observant Eagle”
  • If has the Modifier: Protective Eagle: Loses “Protective Eagle”

• 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 (56 lines of game script)
remove_eagle_personality_modifier_effect = {
	if = {
		limit = {
			has_character_modifier = brave_eagle_story_modifier
		}
		remove_character_modifier = brave_eagle_story_modifier
	}
	if = {
		limit = {
			has_character_modifier = curious_eagle_story_modifier
		}
		remove_character_modifier = curious_eagle_story_modifier
	}
	if = {
		limit = {
			has_character_modifier = loyal_eagle_story_modifier
		}
		remove_character_modifier = loyal_eagle_story_modifier
	}
	if = {
		limit = {
			has_character_modifier = calm_eagle_story_modifier
		}
		remove_character_modifier = calm_eagle_story_modifier
	}
	if = {
		limit = {
			has_character_modifier = wise_eagle_story_modifier
		}
		remove_character_modifier = wise_eagle_story_modifier
	}
	if = {
		limit = {
			has_character_modifier = cunning_eagle_story_modifier
		}
		remove_character_modifier = cunning_eagle_story_modifier
	}
	if = {
		limit = {
			has_character_modifier = aggressive_eagle_story_modifier
		}
		remove_character_modifier = aggressive_eagle_story_modifier
	}
	if = {
		limit = {
			has_character_modifier = observant_eagle_story_modifier
		}
		remove_character_modifier = observant_eagle_story_modifier
	}
	if = {
		limit = {
			has_character_modifier = protective_eagle_story_modifier
		}
		remove_character_modifier = protective_eagle_story_modifier
	}
}

As written in game/common/scripted_effects/00_animal_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls remove_eagle_personality_modifier_effect.

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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