Scripted effect
set_random_eagle_personality_trait_effect
set_random_eagle_personality_trait_effect = { ADD_MODIFIER = … }game/common/scripted_effects/00_animal_effects.txt, line 1471 (40 lines). Parameters: $ADD_MODIFIER$.
set_random_eagle_personality_trait_effect is a scripted effect in Crusader Kings III, written at line 1471 of its file. A call passes 1 parameter: ADD_MODIFIER. The game's script calls it in 2 places, among them …: The Return (event pet_animal.3011) and change_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: Hunting Eagle: Loses “Hunting Eagle”
- 1 of 6 things will happen:
- 17%: Nothing else happens
- 17%: Nothing else happens
- 17%: Nothing else happens
- 17%: Nothing else happens
- 17%: Nothing else happens
- 17%: Nothing else happens
• 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 (40 lines of game script)
set_random_eagle_personality_trait_effect = {
if = {
limit = {
NOT = { has_variable = eagle_personality_level }
}
set_variable = { name = eagle_personality_level value = 1 }
}
if = {
limit = {
has_character_modifier = eagle_story_modifier
}
remove_character_modifier = eagle_story_modifier
}
random_list = {
10 = {
set_variable = { name = eagle_personality_trait value = flag:brave }
}
10 = {
set_variable = { name = eagle_personality_trait value = flag:curious }
}
10 = {
set_variable = { name = eagle_personality_trait value = flag:loyal }
}
10 = {
set_variable = { name = eagle_personality_trait value = flag:calm }
}
10 = {
set_variable = { name = eagle_personality_trait value = flag:wise }
}
10 = {
set_variable = { name = eagle_personality_trait value = flag:cunning }
}
}
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_random_eagle_personality_trait_effect.
Events (1)
- …: The Return
pet_animal.3011
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.