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

grant_new_inspiration_in_character_realm_effect

grant_new_inspiration_in_character_realm_effect = yes

game/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

• 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.

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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