CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Interaction · Friendly actions

Spar with …

150PrestigeThe AI weighs it

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

The character you target

To send it

  • Is an Adult
  • Does not have the Trait: Pregnant
  • Does not have the Trait: Incapable
  • Does not have the Trait: Blind
  • 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

  • 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.

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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.

ReasonAmount
Base+10
Relative Prowess
when
  • scope:recipient.prowess < scope:actor.prowess
varies
Their personality (AI values: boldness 0.5, honor (scripted))varies
The recipient is wounded
when
  • The character you target:
-200
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_armament
          • One of these

            • artifact_type = axe
            • or

              artifact_type = hammer
            • or

              artifact_type = spear
            • or

              artifact_type = mace
            • or

              artifact_type = dagger
            • or

              artifact_type = sword

        Then

        • One random equipped character artifact:
          • Where:
            • artifact_slot_type = primary_armament
            • One of these

              • artifact_type = axe
              • or

                artifact_type = hammer
              • or

                artifact_type = spear
              • or

                artifact_type = mace
              • or

                artifact_type = dagger
              • or

                artifact_type = sword
          • clear_saved_scope = equipped_signature_weapon
    • 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_armament
          • One of these

            • artifact_type = axe
            • or

              artifact_type = hammer
            • or

              artifact_type = spear
            • or

              artifact_type = mace
            • or

              artifact_type = dagger
            • or

              artifact_type = sword

        Then

        • One random equipped character artifact:
          • Where:
            • artifact_slot_type = primary_armament
            • One of these

              • artifact_type = axe
              • or

                artifact_type = hammer
              • or

                artifact_type = spear
              • or

                artifact_type = mace
              • or

                artifact_type = dagger
              • or

                artifact_type = sword
          • clear_saved_scope = equipped_signature_weapon
    • 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:recipient

As 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).

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