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

remove_eagle_story_modifiers_effect

remove_eagle_story_modifiers_effect = yes

game/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

• 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)

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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