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

set_random_secondary_eagle_personality_trait_effect

set_random_secondary_eagle_personality_trait_effect = yes

game/common/scripted_effects/00_animal_effects.txt, line 1563 (16 lines). No parameters.

set_random_secondary_eagle_personality_trait_effect is a scripted effect in Crusader Kings III, written at line 1563 of its file. It takes no parameters: set_random_secondary_eagle_personality_trait_effect = yes. The game's script calls it in 1 place, among them …: The Return (event pet_animal.3011). 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 (16 lines of game script)
set_random_secondary_eagle_personality_trait_effect = { # Hunt modifiers
	random_list = {
		10 = { # Increase sightings
			set_variable = { name = eagle_personality_trait_2 value = flag:observant }
			add_character_modifier = { modifier = observant_eagle_story_modifier }
		}
		10 = { # Prevent injury
			set_variable = { name = eagle_personality_trait_2 value = flag:protective }
			add_character_modifier = { modifier = protective_eagle_story_modifier }
		}
		10 = { # Increase success chance
			set_variable = { name = eagle_personality_trait_2 value = flag:aggressive }
			add_character_modifier = { modifier = aggressive_eagle_story_modifier }
		}
	}
}

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_secondary_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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