Interaction · Friendly actions
Spar with …
Challenge a Knight to a Single Combat sparring match, potentially gaining beneficial Modifiers
What you need
You
To send it
- Is an Adult
- Does not have the Trait: Pregnant
- Does not have the Trait: Incapable
- Does not have the Trait: Blind
- The … Culture allows … to be combatants
- If a member of the Clergy: Members of the Clergy are allowed to be combatants in ⟨faith⟩
- Is at not War
Also needed: none of the traits Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux · not imprisoned
To see it in the menu
- If played by the AI:
- Number of knights more than 0
One of these
- Your culture: The Culture has the Can spar against own Knights in Single Combat to gain Modifiers Tradition
or
Your Personal Tenets unlock tenet unrelenting faith sparring
- Does not have the Trait: Craven
- Is an Adult
- Does not have the Trait: Pregnant
- Does not have the Trait: Incapable
- Does not have the Trait: Blind
- Has none of the traits: Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux
- Is not imprisoned
One of these
- Your culture: The Culture has the Can spar against own Knights in Single Combat to gain Modifiers Tradition
or
Your Personal Tenets unlock tenet unrelenting faith sparringor
top_participant_group:dynastic_cycle:participant_group_type = expansion_movement
One of these
- Your culture: The Culture has the Can spar against own Knights in Single Combat to gain Modifiers Tradition
or
Your Personal Tenets unlock tenet unrelenting faith sparringor
top_participant_group:dynastic_cycle:participant_group_type = expansion_movement
The character you target
To send it
To see it in the menu
- Is a knight of you
Spar with … is a friendly character interaction in Crusader Kings III. You need: Is an Adult, Does not have the Trait: Pregnant, Does not have the Trait: Incapable and 5 more. The character you target needs: Is an Adult, Does not have the Trait: Pregnant, Does not have the Trait: Incapable and 4 more. The AI weighs it. Reasons the AI weighs include The recipient is wounded (-200). It costs 150 Prestige. Patch 1.20.1.2, from game/common/character_interactions/00_tradition_interactions.txt.
Quick answers (3)
- What are the requirements for Spar with … in CK3?
- You: Is an Adult, Does not have the Trait: Pregnant, Does not have the Trait: Incapable, Does not have the Trait: Blind, Has none of the traits: Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux, The … Culture allows … to be combatants, Is not imprisoned and Is at not War. The character you target: Is an Adult, Does not have the Trait: Pregnant, Does not have the Trait: Incapable, Does not have the Trait: Blind, Has none of the traits: Consumption, Typhus, Bubonic Plague, Smallpox, Measles, Bloody Flux, Is not imprisoned and Is at not War. (patch 1.20.1.2)
- How do I get the AI to accept Spar with …?
- The AI weighs it. Its reasons: Relative Prowess and The recipient is wounded -200.
- How much does Spar with … cost?
- 150 Prestige (patch 1.20.1.2).
Will they accept?
The AI adds these up and accepts above zero. Reasons in italics are the script's, with no label in the game.
Acceptance (ai_accept) (34 lines of game script)
base = 10
modifier = {
desc = CTSC_RELATIVE_PROWESS
scope:recipient.prowess < scope:actor.prowess
add = {
value = scope:actor.prowess
subtract = scope:recipient.prowess
multiply = -2
}
}
ai_value_modifier = {
who = scope:recipient
ai_boldness = 0.5
ai_honor = {
if = {
limit = {
scope:recipient = {
ai_honor > 0
}
}
value = 0.25
}
}
}
modifier = {
desc = AI_REFUSAL_WOUNDED
scope:recipient = {
OR = {
has_trait = wounded
has_trait = maimed
}
}
add = -200
}As written in game/common/character_interactions/00_tradition_interactions.txt.
What happens
If they accept
- A non-lethal Single Combat will commence immediately
- May gain a bonus
- ...but there's always risk involved
- The character you target:
- May gain a bonus
- ...but there's always risk involved
If
a check the game hides
Then
clear_saved_scope = sc_finished
If
- The sc attacker is not the sc defender
Then
- The sc attacker:
If
- Does not have “temporary signature weapon” (a variable the game's script sets)
- Any equipped character artifact:
artifact_slot_type = primary_armamentOne of these
artifact_type = axeor
artifact_type = hammeror
artifact_type = spearor
artifact_type = maceor
artifact_type = daggeror
artifact_type = sword
Then
- One random equipped character artifact:
- Where:
artifact_slot_type = primary_armamentOne of these
artifact_type = axeor
artifact_type = hammeror
artifact_type = spearor
artifact_type = maceor
artifact_type = daggeror
artifact_type = sword
clear_saved_scope = equipped_signature_weapon
- Where:
- The sc defender:
If
- Does not have “temporary signature weapon” (a variable the game's script sets)
- Any equipped character artifact:
artifact_slot_type = primary_armamentOne of these
artifact_type = axeor
artifact_type = hammeror
artifact_type = spearor
artifact_type = maceor
artifact_type = daggeror
artifact_type = sword
Then
- One random equipped character artifact:
- Where:
artifact_slot_type = primary_armamentOne of these
artifact_type = axeor
artifact_type = hammeror
artifact_type = spearor
artifact_type = maceor
artifact_type = daggeror
artifact_type = sword
clear_saved_scope = equipped_signature_weapon
- Where:
- The sc defender: Event single_combat.0001
Otherwise
error_log = debug_log.single_combat_setup.attacker_and_defender_same_person
Events it fires: single_combat.0001
• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists
Who can use it and sees it (is_available, is_shown) (41 lines of game script)
is_available = trigger_if = {
limit = {
is_ai = yes
}
number_of_knights > 0
OR = {
culture ?= {
has_cultural_parameter = can_use_sparring_duel
}
has_personal_tenet_flag = tenet_unrelenting_faith_sparring
}
NOT = {
has_trait = craven
}
can_start_single_combat_trigger = yes
is_imprisoned = no
}
OR = {
culture ?= {
has_cultural_parameter = can_use_sparring_duel
}
has_personal_tenet_flag = tenet_unrelenting_faith_sparring
top_participant_group:dynastic_cycle ?= {
participant_group_type = expansion_movement
}
}
is_shown = scope:actor = {
OR = {
culture = {
has_cultural_parameter = can_use_sparring_duel
}
has_personal_tenet_flag = tenet_unrelenting_faith_sparring
top_participant_group:dynastic_cycle ?= {
participant_group_type = expansion_movement
}
}
}
scope:recipient = {
is_knight_of = scope:actor
}
scope:actor != scope:recipientAs written in game/common/character_interactions/00_tradition_interactions.txt.
Can be sent when (is_valid…) (37 lines of game script)
scope:actor = {
can_start_single_combat_trigger = yes
}
scope:actor = {
can_be_combatant_based_on_gender_trigger = {
ARMY_OWNER = scope:actor
}
}
scope:recipient = {
can_start_single_combat_trigger = yes
}
scope:recipient = {
custom_description = {
text = fp1_tbc_recipient_banned_from_combat
can_start_single_combat_banned_checks_trigger = no
}
}
scope:actor = {
is_imprisoned = no
}
scope:recipient = {
is_imprisoned = no
}
scope:actor = {
is_at_war = no
}
scope:recipient = {
is_at_war = no
}
scope:actor = {
custom_description = {
text = character_interactions_hostile_actions_disabled_delay
NOT = {
has_character_flag = flag_hostile_actions_disabled_delay
}
}
}As written in game/common/character_interactions/00_tradition_interactions.txt.
Effects (on_send, on_accept, on_decline) (25 lines of game script)
on_send = scope:actor = {
add_character_flag = {
flag = flag_hostile_actions_disabled_delay
days = 10
}
}
on_accept = scope:actor = {
custom_tooltip = challenge_to_single_combat_interaction.enter_non_lethal_bout.tt
custom_tooltip = spar_with_knight_interaction.effect.tt
custom_tooltip = spar_with_knight_interaction.negative_effect.tt
}
scope:recipient = {
custom_tooltip = spar_with_knight_interaction.effect.tt
custom_tooltip = spar_with_knight_interaction.negative_effect.tt
}
configure_start_single_combat_effect = {
SC_INITIATOR = scope:actor
SC_ATTACKER = scope:actor
SC_DEFENDER = scope:recipient
FATALITY = no
FIXED = no
LOCALE = army_camp
OUTPUT_EVENT = culture_tradition_events.0001
INVALIDATION_EVENT = perk_interaction.0102
}As written in game/common/character_interactions/00_tradition_interactions.txt.
- Category
- Friendly actions
- Cost: Prestige
- 150
- Cooldown
- 5 years
- Again on the same character
- after 10 years
- In the menu
- main list
- ID
spar_with_knight_interaction
Source: game/common/character_interactions/00_tradition_interactions.txt and the English localisation, Crusader Kings III 1.20.1.2. “You” is the character who sends it (scope:actor, or a puppet acting for you); “the character you target” is the recipient. “…” marks words the game fills in at play time (a name, a title).