Scripted effect · The Royal Court files
grant_new_inspiration_in_character_realm_effect
grant_new_inspiration_in_character_realm_effect = yesgame/common/scripted_effects/00_ep1_inspiration_effects_sean.txt, line 538 (83 lines). No parameters.
grant_new_inspiration_in_character_realm_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 538 of its file. It takes no parameters: grant_new_inspiration_in_character_realm_effect = yes. The game's script calls it in 1 place, among them grant_new_inspiration_in_region_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_inspiration_effects_sean.txt.
What it does
- Every sub realm barony › Their province › Every pool character:
- Where:
province = this
If
a check the game hides
Then
create_character = { … }
- Every in list:
remove_from_list = potential_inspired_people
scope:inspired_person:grant_inspiration_to_character_effect = { CHARACTER = this }inspired_character_travel_to_court_effect = { INSPIRED_CHARACTER = scope:inspired_person NEW_HOST = scope:royal_court_owner }
• 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 (83 lines of game script)
grant_new_inspiration_in_character_realm_effect = {
save_scope_as = royal_court_owner
every_sub_realm_barony = {
title_province = {
every_pool_character = {
province = this
limit = {
ep1_is_valid_character_for_inspiration_trigger = yes
}
add_to_list = potential_inspired_people
}
}
}
random_in_list = {
list = potential_inspired_people
weight = {
base = 1
modifier = { #Poets are more likely to become inspired
add = 40
has_trait = lifestyle_poet
}
# More learned characters have a greater pool to draw from for their inspirations.
compare_modifier = {
value = learning
multiplier = 5
}
# Older characters are more likely to be inspired from their life's experience.
compare_modifier = {
value = age
}
# We don't want character dropping dead from old age, injuries, or disease right after they begin work on a project!
compare_modifier = {
value = health
multiplier = 20
}
# 'Ambitious' characters are more likely to get an inspiration/seek patronage
ai_value_modifier = {
ai_greed = 0.25
ai_boldness = 0.25
ai_sociability = 0.10
ai_rationality = 0.10
}
}
save_scope_as = inspired_person
}
# If we were unable to find a valid pool character, create one.
if = {
limit = {
NOT = { exists = scope:inspired_person }
}
create_character = {
template = inspired_template
location = scope:royal_court_owner.capital_province
faith = scope:royal_court_owner.faith
rite = scope:royal_court_owner.rite
culture = scope:royal_court_owner.culture
gender_female_chance = 50
save_scope_as = inspired_person
}
}
# Clear the list in case this effect gets re-used in the same scope.
every_in_list = {
list = potential_inspired_people
remove_from_list = potential_inspired_people
}
scope:inspired_person = {
grant_inspiration_to_character_effect = { CHARACTER = this }
# Travel to the new host's court.
inspired_character_travel_to_court_effect = {
INSPIRED_CHARACTER = scope:inspired_person
NEW_HOST = scope:royal_court_owner
}
}
}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_new_inspiration_in_character_realm_effect.
Scripted effects (1)
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.