Scripted effect
remove_eagle_story_modifiers_effect
remove_eagle_story_modifiers_effect = yesgame/common/scripted_effects/00_animal_effects.txt, line 1294 (99 lines). No parameters.
remove_eagle_story_modifiers_effect is a scripted effect in Crusader Kings III, written at line 1294 of its file. It takes no parameters: remove_eagle_story_modifiers_effect = yes. The game's script calls it in 7 places, among them Hunting Eagle (story cycle), … Disappearance (event pet_animal.3010) and …: Last Flight (event pet_animal.3199). Patch 1.20.1.2, from game/common/scripted_effects/00_animal_effects.txt.
The comment above it in the file
Remove everything related to the story
What it does
- If has the Modifier: Hunting Eagle: Loses “Hunting Eagle”
- If has the Modifier: Weak Eagle: Loses “Weak Eagle”
- If has the Modifier: Feeble Eagle: Loses “Feeble Eagle”
- If has the Modifier: Hale Eagle: Loses “Hale Eagle”
- If has the Modifier: Skilled Eagle Falconer: Loses “Skilled Eagle Falconer”
remove_eagle_personality_trait_effect = yes
• 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 (99 lines of game script)
remove_eagle_story_modifiers_effect = {
if = {
limit = {
has_character_modifier = eagle_story_modifier
}
remove_character_modifier = eagle_story_modifier
}
if = {
limit = {
has_character_modifier = weak_eagle_modifier
}
remove_character_modifier = weak_eagle_modifier
}
if = {
limit = {
has_character_modifier = very_weak_eagle_modifier
}
remove_character_modifier = very_weak_eagle_modifier
}
if = {
limit = {
has_character_modifier = strong_eagle_modifier
}
remove_character_modifier = strong_eagle_modifier
}
if = {
limit = {
has_character_modifier = skilled_eagle_modifier
}
remove_character_modifier = skilled_eagle_modifier
}
remove_eagle_personality_trait_effect = yes
if = {
limit = {
has_variable = eagle_personality_level
}
remove_variable = eagle_personality_level
}
if = {
limit = {
has_variable = eagle_personality_trait_2
}
remove_variable = eagle_personality_trait_2
}
if = {
limit = {
has_character_flag = eagle_marked_for_death
}
remove_character_flag = eagle_marked_for_death
}
if = {
limit = {
has_character_flag = eagle_is_dying
}
remove_character_flag = eagle_is_dying
}
if = {
limit = {
has_character_flag = eagle_capture_method_standard
}
remove_character_flag = eagle_capture_method_standard
}
if = {
limit = {
has_character_flag = eagle_capture_method_lure
}
remove_character_flag = eagle_capture_method_lure
}
if = {
limit = {
has_character_flag = eagle_capture_method_gift
}
remove_character_flag = eagle_capture_method_gift
}
if = {
limit = {
has_character_flag = eagle_capture_method_none
}
remove_character_flag = eagle_capture_method_none
}
if = {
limit = {
has_character_flag = eagle_capture_method_market
}
remove_character_flag = eagle_capture_method_market
}
if = {
limit = {
has_character_flag = eagle_capture_method_stolen
}
remove_character_flag = eagle_capture_method_stolen
}
if = {
limit = {
has_character_flag = cant_sell_eagle
}
remove_character_flag = cant_sell_eagle
}
}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_story_modifiers_effect.
Story cycles (1)
- Hunting Eagle
Events (5)
- … Disappearance
pet_animal.3010 - …: Last Flight
pet_animal.3199 - The Cycle Continues
pet_animal.3020 - The Enemy's Eagle
pet_animal.3050 - The Search for …
pet_animal.3012
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.