CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

start_adventure_effect

start_adventure_effect = { ADVENTURER = … LOCATION = … }

game/common/scripted_effects/00_adventure_effects.txt, line 7 (25 lines). Parameters: $ADVENTURER$, $LOCATION$.

start_adventure_effect is a scripted effect in Crusader Kings III, written at line 7 of its file. A call passes 2 parameters: ADVENTURER and LOCATION. The game's script calls it in 1 place, among them fund_adventure_inspiration_start_effect (local effect). Patch 1.20.1.2, from game/common/scripted_effects/00_adventure_effects.txt.

What it does

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

The script as written (25 lines of game script)
start_adventure_effect = {

	#To save the location so we can use it in the effect checking the distance
	set_adventure_distance_variable_effect = { # Figure out how far it is there
		ADVENTURER = $ADVENTURER$
		DESTINATION = $LOCATION$
	}

	$ADVENTURER$ = {
		# Set a variable to check for availability 
		set_variable = gone_adventuring

		# Set up the event cycle
		# To trigger the event that progresses the inspiration
		trigger_event = {
			id = fund_inspiration.0053
			days = 1
		}
		# Fallback to make sure the inspiration is handled somehow if it goes on for too long
		trigger_event = {
			id = fund_inspiration.0054
			years = 10
		}
	}
}

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

Where it is used

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

Scripted effects inside an event file (1)

  • fund_adventure_inspiration_start_effect

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

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