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

grant_martial_inspiration_to_character_effect

grant_martial_inspiration_to_character_effect = { CHARACTER = … }

game/common/scripted_effects/00_ep1_inspiration_effects_sean.txt, line 314 (81 lines). Parameters: $CHARACTER$.

grant_martial_inspiration_to_character_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 314 of its file. A call passes 1 parameter: CHARACTER. The game's script calls it in 1 place, among them Create Weapons, Armor, & go Adventuring (court task). 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 (81 lines of game script)
grant_martial_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 = {
				1 = { #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
				}
				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
						}
					}
					modifier = {
						factor = 0.1
						liege ?= {
							any_equipped_character_artifact = {
								artifact_slot_type = primary_armament
							}
						}
					}
					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
						}
					}
					modifier = {
						factor = 0.1
						liege ?= {
							any_equipped_character_artifact = {
								artifact_slot_type = armor
							}
						}
					}
					create_inspiration = armor_inspiration
				}
				5 = {
					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_longbow_competitions
						}
					}
					create_inspiration = bow_inspiration
				}
			}
		}
	}
}

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

Where it is used

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

Court position tasks (1)

  • Create Weapons, Armor, & go Adventuring

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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