Scripted effect
unweaken_eagle_effect
unweaken_eagle_effect = { FULL = … }game/common/scripted_effects/00_animal_effects.txt, line 1636 (32 lines). Parameters: $FULL$.
unweaken_eagle_effect is a scripted effect in Crusader Kings III, written at line 1636 of its file. A call passes 1 parameter: FULL. The game's script calls it in 2 places, among them … Eye (event pet_animal.3030) and eagle_treatment_effect (scripted effect). 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 (32 lines of game script)
unweaken_eagle_effect = {
if = {
limit = {
has_character_modifier = weak_eagle_modifier
}
remove_character_modifier = weak_eagle_modifier
}
if = {
limit = {
has_character_modifier = very_weak_eagle_modifier
}
remove_character_modifier = very_weak_eagle_modifier
if = {
limit = {
$FULL$ = no
}
add_character_modifier = weak_eagle_modifier
}
}
if = {
limit = {
has_character_flag = eagle_marked_for_death
}
remove_character_flag = eagle_marked_for_death
if = { # If you couldn't sell the eagle because it was very weak or something
limit = {
has_character_flag = cant_sell_eagle
}
remove_character_flag = cant_sell_eagle
}
}
}As written in game/common/scripted_effects/00_animal_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls unweaken_eagle_effect.
Events (1)
- … Eye
pet_animal.3030
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.