CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · The Royal Court files

grant_inspiration_to_character_effect

grant_inspiration_to_character_effect = { CHARACTER = … }

game/common/scripted_effects/00_ep1_inspiration_effects_sean.txt, line 19 (168 lines). Parameters: $CHARACTER$.

grant_inspiration_to_character_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 19 of its file. A call passes 1 parameter: CHARACTER. The game's script calls it in 4 places, among them Perform Tea Ceremony (decision), five_year_playable_pulse (on action) and grant_new_inspiration_in_character_realm_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_inspiration_effects_sean.txt.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (120 lines of game script)
grant_inspiration_to_character_effect = {
	$CHARACTER$ = { 
		if = { 
			limit = { NOT = { exists = inspiration } }
			# More likely to get an certain Inspiration type if we will produce higher quality Artifacts of that type.
			random_list = {
				10 = {
					compare_modifier = {
						value = weapon_inspiration_average_skill_value
						multiplier = 6
					}
					modifier = { #Some cultures are more likely to pick this vocation than others
						add = 5
						culture = {
							has_cultural_tradition = tradition_metal_craftsmanship
						}
					}
					create_inspiration = weapon_inspiration
				}
				10 = { # =Slightly increased weight due to a low number of Armorers appearing in the world.
					compare_modifier = {
						value = armor_inspiration_average_skill_value
						multiplier = 7.2 # A character with an average of 20 in relevant skills will receive a +120 bonus
					}
					modifier = { #Some cultures are more likely to pick this vocation than others
						add = 5
						culture = {
							has_cultural_tradition = tradition_frugal_armorsmiths
						}
					}
					create_inspiration = armor_inspiration
				}
				10 = { #Adventurers will on average produce better quality items, handle with care.
					compare_modifier = {
						value = adventure_inspiration_average_skill_value
						multiplier = 9
					}
					modifier = {
						add = 5
						culture = { #Some cultures are more likely to pick this vocation than others
							OR = {
								has_cultural_parameter = more_likely_to_leave_court #Swords for Hire & Caravaneers
								has_cultural_tradition = tradition_chivalry
							}
						}
					}
					create_inspiration = adventure_inspiration
				}
				12 = { # Significantly increased weight due to the wide variety of artifact types this inspiration can produce (regalia, crown, trinket).
					compare_modifier = {
						value = smith_inspiration_average_skill_value
						multiplier = 15
					}
					modifier = { #Some cultures are more likely to pick this vocation than others
						add = 10
						culture = {
							OR = {
								has_cultural_tradition = tradition_metal_craftsmanship
								has_cultural_tradition = tradition_ancient_miners
							}
						}
					}
					create_inspiration = smith_inspiration
				}
				10 = {
					compare_modifier = {
						value = book_inspiration_average_skill_value
						multiplier = 6
					}
					modifier = {
						has_court_position = court_poet_court_position
						add = 15
					}
					modifier = {
						culture = { #Some cultures are more likely to pick this vocation than others
							OR = {
								has_cultural_tradition = tradition_language_scholars
								has_cultural_tradition = tradition_philosopher_culture
								has_cultural_tradition = tradition_legalistic
							}
						}
						add = 5
					}
					create_inspiration = book_inspiration
				}
				11 = { # Increased weight due to a low number of Weavers appearing in the world (probably a lack of high-diplomacy courtiers).
					compare_modifier = {
						value = weaver_inspiration_average_skill_value
						multiplier = 8.4
					}
					modifier = {
						culture = { #Some cultures are more likely to pick this vocation than others
							has_cultural_parameter = improved_weaver_inspiration
						}
						add = 10
					}
					create_inspiration = weaver_inspiration
				}
				14 = { # Moderately increased weight due to the variety of artifact types this inspiration can produce (throne, sculpture). 
					compare_modifier = {
						value = artisan_inspiration_average_skill_value
						multiplier = 12
					}
					modifier = {
						has_court_position = court_poet_court_position
						add = 5
					}
					modifier = {
						culture = { #Some cultures are more likely to pick this vocation than others
							has_cultural_parameter = improved_artisan_inspiration
						}
						add = 15
					}
					create_inspiration = artisan_inspiration
				}
				1 = {
					modifier = {
						add = 30
						has_trait = lifestyle_mystic
					}

As written in game/common/scripted_effects/00_ep1_inspiration_effects_sean.txt.

The first 120 of its 168 lines; the rest is in game/common/scripted_effects/00_ep1_inspiration_effects_sean.txt from line 19.

Where it is used

Every place in common/, events/ and history/ that calls grant_inspiration_to_character_effect.

On actions (the game's own hooks) (1)

  • five_year_playable_pulse

Scripted character templates (1)

  • celebration_artisan_character

Source: game/common/scripted_effects/00_ep1_inspiration_effects_sean.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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