Scripted effect
set_eagle_personality_trait_effect
set_eagle_personality_trait_effect = { ADD_MODIFIER = … TRAIT = … }game/common/scripted_effects/00_animal_effects.txt, line 1512 (15 lines). Parameters: $ADD_MODIFIER$, $TRAIT$.
set_eagle_personality_trait_effect is a scripted effect in Crusader Kings III, written at line 1512 of its file. A call passes 2 parameters: ADD_MODIFIER and TRAIT. The game's script calls it in 4 places, among them … Gift (event pet_animal.3080), … Signal (event mpo_nerge.1000) and … Song (event pet_animal.3070). Patch 1.20.1.2, from game/common/scripted_effects/00_animal_effects.txt.
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 (15 lines of game script)
set_eagle_personality_trait_effect = {
if = {
limit = {
NOT = { has_variable = eagle_personality_level }
}
set_variable = { name = eagle_personality_level value = 1 }
}
set_variable = { name = eagle_personality_trait value = flag:$TRAIT$ }
if = {
limit = {
$ADD_MODIFIER$ = yes
}
add_eagle_personality_modifier_effect = yes
}
}As written in game/common/scripted_effects/00_animal_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls set_eagle_personality_trait_effect.
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.