CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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.

Events (3)

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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