CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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
  • If

    • $ADD_MODIFIER$ = yes

    Then

• 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)

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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