指令

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Commands or effects are used in scripting to alter the target that was selected with scopes and conditions.

They appear in:

  • command blocks (the immediate and option sections of events, or similar: effect, creation_effect, gain_effect, success, ...)
  • scripted effects, which can be used to group commands into re-usable macro.

(Scripting) commands are different from console commands, though some console commands have a scripting equivalent.

Available commands depend on the current scope type.

指令列表[编辑 | 编辑源代码]

Command Used in vanilla Used from scope Value type Description Example Category
add_dynasty_modifier dynasty Adds a modifier to a dynasty. add_dynasty_modifier = name
add_dynasty_modifier = { modifier = name days/weeks/months/years = int }
Modifiers
add_dynasty_perk dynasty key Adds dynasty perk. add_dynasty_perk = key Lifestyles
add_dynasty_prestige dynasty int Adds dynasty prestige. Dynasty
add_dynasty_prestige_level dynasty Adds dynasty prestige levels. Dynasty
remove_all_dynasty_modifier_instances dynasty modifier Remove all instances of a modifier from a dynasty. remove_all_dynasty_modifier_instances = name Modifiers
remove_dynasty_modifier dynasty modifier Remove a modifier from a dynasty. remove_dynasty_modifier = name Modifiers
add_house_modifier dynasty/house modifier Add a modifier to a house. add_house_modifier = name Modifiers
remove_all_house_modifier_instances dynasty/house modifier Remove all instances of a modifier from a house. remove_all_house_modifier_instances = name Modifiers
remove_house_modifier dynasty/house modifier Remove a modifier from a house. remove_house_modifier = name Modifiers
add_scheme_modifier scheme modifier for "type" and int for "days" Adds the specified scheme modifier.
add_scheme_modifier = { type = X days = Y }
(Days are optional, the modifier will expire in Y days if specified)
Modifiers
add_scheme_progress scheme int Add progress to the scope scheme. (Progress is in 0.0 - 100.0 range) add_scheme_progress = X Schemes
end_scheme scheme bool Ends a specific scheme and removes it without any other effect. end_scheme = yes Schemes
expose_scheme scheme Exposes the scheme to the defender Schemes
expose_scheme_agent scheme character Exposes the target character as an agent of the current scheme. Schemes
remove_scheme_modifier scheme modifier Removes the specified scheme modifier. Modifiers
scheme_freeze_days scheme int freezes the scheme for X days (0 unfreezes the scheme) scheme_freeze_days = X Schemes
add_county_modifier landed title modifier/int Add a modifier to a county. add_county_modifier = name
add_county_modifier = { modifier = name days/weeks/months/years = int }
Modifiers
change_county_control landed title int Changes the county control of a title. If the title has higher tier than county, the effect will propagate down to all counties below it. Control
change_de_jure_drift_progress landed title title/int Change the progress of de jure drift of a title. <drifting_title> = { change_de_jure_drift_progress = { target = <drift_target_title> values = <progress_change_value> } } Title
change_development_level landed title int Changes the development level of a title. If the title has higher tier than county, the effect will propagate down to all counties below it. Title
change_development_progress landed title int Changes the development progress of a title. If the title has higher tier than county, the effect will propagate down to all counties below it. Development
change_development_progress_with_overflow landed title int Changes the development progress of a title. If the title has higher tier than county, the effect will propagate down to all counties below it. Will overflow, so adding +100 to a county with 50 progress left will increase the level by 1 and result in 50 progress towards the next level. Development
clear_title_laws landed title bool Remove all title laws from the scoped title. DOES NOT apply law removal costs and effects. clear_title_laws = yes Laws
clear_title_laws_effects landed title bool Remove all title laws from the scoped title. DOES apply law removal costs and effects. clear_title_laws_effects = yes Laws
copy_title_history landed title title Copy title history from another title. copy_title_history = source_title Titles
remove_all_county_modifier_instances landed title modifier Remove all instances of a modifier from a county. remove_all_county_modifier_instances = name Modifiers
remove_county_modifier landed title modifier Remove a modifier from a county. remove_county_modifier = name Modifiers
reset_title_name landed title bool Sets the name and adjective of the scoped title back to being based on its key. Won't cause the prefix to change. reset_title_name = yes Title
reset_title_prefix landed title bool Sets the prefix of the scoped title back to being based on its key. Won't cause its adjective or name to change. reset_title_prefix = yes Title
revoke_lease landed title bool Revoke the lease of the scoped title. revoke_lease = yes Title
set_always_follows_primary_heir landed title bool Sets if the title should always go to the primary heir in partition succession. set_always_follows_primary_heir = yes Title
set_capital_county landed title title Sets the capital county of the title to the target county. set_capital_county = <some county title> Title
set_color_from_title landed title title Sets the color of the title to the same as the target title (shifted very slightly to not be identical). set_color_from_title = <some title> Title
set_county_culture landed title culture/title Sets the culture of a county. set_county_culture = english/root.character_culture Title
set_county_faith landed title faith Changes what faith a county has. Title
set_de_jure_liege_title landed title title Set a new DeJure liege title. set_de_jure_liege_title = new_de_jure_liege Title
set_definitive_form landed title bool Sets if the title should use a definitive form name (no 'Kingdom of'). set_definitive_form = yes Title
set_delete_on_destroy landed title bool Sets if the title should be deleted from the gamestate completely when it is destroyed. set_delete_on_destroy = yes Title
set_destroy_if_invalid_heir landed title bool Sets if the title should be destroyed on succession if there's no heir matching its restrictions. set_destroy_if_invalid_heir = yes Title
set_destroy_on_succession landed title bool Sets if the title should be destroyed on succession. set_destroy_on_succession = yes Title
set_landless_title landed title bool Sets if the title is landless (can be held by rulers with no land) set_landless_title = yes Title
set_no_automatic_claims landed title bool Sets if the title should disallow automatic claims (meaning claims will only be added by script, and by pressed claims being inherited). set_no_automatic_claims = yes Title
set_title_name landed title key sets the name (localization key) of the scoped title. The adjective will be constructed by adding '_adj' to the localisation key. Won't cause the prefix to change. set_title_name = TEST_NAME_PLEASE_IGNORE Title
set_title_prefix landed title key sets the prefix of the scoped title. Won't cause its name or adjective to change. set_title_prefix = PREFIX_THE Title
title_create_faction landed title faction
character/title
The scoped landed title creates a faction of the specified type against the specified target. title_create_faction = { type = X target = Y } Factions
title_join_faction landed title faction The landed title in the scope joins the assigned faction. Factions
title_leave_faction landed title faction The title in the scope leaves the assigned faction Factions
end_story story cycle Ends a story and executes it's on_end effect, the story can no longer be accessed after this. Stories
make_story_owner story cycle character Makes the character the new owner of the story. make_story_owner = character_target Stories
add_innovation culture innovation Add innovation to a culture. Innovations
add_random_innovation culture innovation/bool Add random available innovation <culture> = { add_random_innovation = culture_group_military/culture_group_civic/culture_group_regional/yes } Innovations
get_all_innovations_from culture culture Discover all innovations from the target culture. get_all_innovations_from = <culture> Innovations
get_random_innovation_from culture Get random available innovation from another culture. Innovations
add_character_flag character flag Adds a character flag. add_character_flag = X
add_character_flag = { flag = X days/weeks/years = Y } X is the name of the flag and Y is a value or value interval "{ min max }".
Flags
add_character_modifier character modifier/int Add a modifier to a character. add_character_modifier = name
add_character_modifier = { modifier = name days/weeks/months/years = int }
Modifiers
add_courtier character character Add the target character to the scope character's court.(It doesn't work) Characters
add_diplomacy_lifestyle_perk_points character int Adds lifestyle per points to the given character. Lifestyles
add_diplomacy_lifestyle_xp character int Adds lifestyle XP to the given character. Lifestyles
add_dread character int Adds (or removes) dread to a character. Characters
add_gold character Adds gold to a character. Characters
add_hook character hook/character/secret/int Adds a hook on a character. Does send a toast to the player if it's involved. add_hook = { type = X, target = Y, secret = Z, days/months/years = W }
days/months/years optional (taken from hook type otherwise) and can be a value or an interval, secret required for hook types that require it.
Hooks and Secrets
add_hook_no_toast character hook/character/secret/int Adds a hook on a character. Does NOT send a toast to the player. add_hook = { type = X, target = Y, secret = Z, days/months/years = W }
days/months/years optional (taken from hook type otherwise) and can be a value or an interval, secret required for hook types that require it.
Hooks and Secrets
add_intrigue_lifestyle_perk_points character int Adds lifestyle per points to the given character. Lifestyles
add_intrigue_lifestyle_xp character int Adds lifestyle XP to the given character. Lifestyles
add_joined_faction_discontent character int Adds (or subtracts) discontent to the factions the scope character is in. add_joined_faction_discontent = X Factions
add_knows_of_killer character character Adds the right hand side character as knowing of the killer of the scoped object. dead_person = { add_knows_of_killer = root } Characters
add_learning_lifestyle_perk_points character int Adds lifestyle per points to the given character. Lifestyles
add_learning_lifestyle_xp character int Adds lifestyle XP to the given character Lifestyles
add_martial_lifestyle_perk_points character int Adds lifestyle per points to the given character. Lifestyles
add_martial_lifestyle_xp character int Adds lifestyle XP to the given character. Lifestyles
add_opinion character modifier/int/character Adds a temporary opinion modifier. add_opinion = { modifier = X days/months/years = Y target = Z } Characters
add_perk character Adds the perk for this character Lifestyles
add_piety character Gives (or takes) piety to a character. Characters
add_piety_experience character Gives (or takes) piety experience to a character. Characters
add_piety_level character Increases (or decreases) the piety level of a character. Characters
add_pressed_claim character landed title Gives a pressed claim to a character. Title
add_prestige character Gives (or takes) prestige to a character. Characters
add_prestige_experience character Gives (or takes) prestige experience to a character. Characters
add_prestige_level character Increases (or decreases) the prestige level of a character. Characters
add_realm_law character Adds the given law to the scoped character. Laws
add_realm_law_skip_effects character Adds the given law to the scoped character. Skips the cost and the pass effect, and the revoke effects of the current law. Laws
add_relation_flag character Adds a flag to an existing relation. add_relation_flag = { relation = scripted_relation flag = flag_name (declared in the relation's script) target = other_character } Flags
add_scheme_cooldown character character/scheme/int Sets a scheme cooldown for the scoped character. <scoped_character> = { target=target_character type=scheme_type days/weeks/months/years = duration } Hooks and Schemes
add_secret character secret/character Adds a secret.
Note that if you create a Secret in the immediate effect, the tooltips for other effects run in that Secret's scope (such as reveal_to) are likely to be displayed incorrectly, or not to be displayed at all. This is due to the game generating the tooltip before it actually has a Secret that exists to work off of. Test rigorously and use custom tooltips if necessary. Creating a Secret in the immediate and then running effects on it in an event option should produce perfectly normal tooltips.
add_secret = { type = X target = Y } Hooks and Secrets
add_stewardship_lifestyle_perk_points character int Adds lifestyle per points to the given character. Lifestyles
add_stewardship_lifestyle_xp character int Adds lifestyle XP to the given character. Lifestyles
add_stress character int Increases (or decreases) stress of a character. Characters
add_targeting_factions_discontent character int Adds (or subtracts) discontent to all the factions that are targeting the scope character. add_targeting_factions_discontent = X Factions
add_to_scheme character cheme Adds a character as an agent to the scheme. Hooks and Schemes
add_trait character Adds a trait to a character (the trait will not be added and no tooltip will be shown if the character isn't eligible for the trait, i.e. when already having the trait, having an opposing trait, not fulfilling the trait's is_potential trigger or being outside of the trait's range). Characters
add_trait_force_tooltip character Adds a trait to a character (if the add_trait effect would not add the trait - i.e. when already having the trait, having an opposing trait, not fulfilling the trait's is_potential trigger or being outside of the trait's range - a tooltip will be shown but the trait will not be added). Characters
add_truce_both_ways character character/string/bool/war result Sets the both-way truce against the specified character.
'character' specifies the target character
'override' says whether it should replace the previous truce even if shorter
'years / months / days' sets the duration of the truce
'result' specifies the result from the scope character's point of view ('white_peace' by default)
'casus_belli' sets the casus belli scope that caused the truce, mutually exclusive with 'name'
'name' sets a custom description. Dynamic description with the current scope
'war' sets the war that caused the truce, mutually exclusive with 'casus_belli'
add_truce_both_ways = { character = X years/months/days = Y override = yes/no result = victory/defeat/white_peace casus_belli/war = Z } Characters
add_truce_one_way character character/string/bool/war result Sets the truce against the specified character.
'character' specifies the target character
'override' says whether it should replace the previous truce even if shorter
'years / months / days' sets the duration of the truce
'result' specifies the result from the scope character's point of view ('white_peace' by default)
'casus_belli' sets the casus belli scope that caused the truce, mutually exclusive with 'name'
'name' sets a custom description. Dynamic description with the current scope
'war' sets the war that caused the truce, mutually exclusive with 'casus_belli'
add_truce_one_way = { character = X years/months/days = Y override = yes/no result = victory/defeat/white_peace casus_belli/war = Z } Characters
add_tyranny character int Adds (or removes) tyranny to (or from) a character. Characters
add_unpressed_claim character landed title Gives an unpressed claim to a character. Titles
add_visiting_courtier character character Add the target character as the scope character's guest.(It doesn't work) Characters
allow_alliance character character Allows (previously broken) alliance with the target character. Characters
allow_in_scheme character Allow the character to join the scheme as an agent. Hooks and Schemes
apply_ai_vassal_obligation_liege_most_desired character Apply the new level for the most desired AI obligation level the liege in the contract wants Laws
apply_ai_vassal_obligation_vassal_most_desired character Apply the new level for the most desired AI obligation level the vassal in the contract wants. Laws
assign_council_task character Assigns the target character to the council task. assign_council_task = { council_task = council_task_scope target = character_taking_the_position fire_on_actions = yes/no } Jobs
assign_councillor_type character Assigns the target character to the first available council position of the type available. assign_councillor_type = { type = council_position_type_key target = character_taking_the_position fire_on_actions = yes/no } Jobs
banish character The character gets banished. Characters
becomes_independent character Becomes and independent ruler. becomes_independent = { change = 'previously created title_and_vassal_change' } Vassalage
break_alliance character character Breaks the alliance with the target character. Relations
cancel_truce_both_ways character character Ends the truce against the specified character, and theirs against the scoped character. cancel_truce_both_ways = scope:character Relations
cancel_truce_one_way character character Ends the truce against the specified character. cancel_truce_one_way = scope:character Relations
change_current_weight character int Change the current weight of the scoped character change_current_weight = 20 Characters
change_first_name character key/character Change the first name of a character. change_first_name = <localization_key>
change_first_name = scope:name/var:name
change_first_name = { template_character = scope:character }
Characters
change_government character key Changes the government of a character. Characters
change_liege character Adds a liege change. change_liege = { liege = 'Character that should become the new liege' change = 'previously created title_and_vassal_change'} Vassalage
change_prison_type character key Changes the charater's prison type. Scoped character is the prisoner. Accepts any static modifier (see also improson effect). change_prison_type = house_arrest Characters
change_target_weight character int Change the target weight of the scoped character. change_target_weight = 20 Characters
clear_forced_vote character bool clear_forced_vote = yes Characters
consume_banish_reasons character character 'Consume' all banish reasons that the scoped character has on the target character. Until they get a new reason, they cannot banish the target again. Characters
consume_divorce_reasons character character 'Consume' all divorce reason that the scoped character has on the target character. Until they get a new reason, they cannot divorce the target again. Characters
consume_execute_reasons character character 'Consume' all execute reasons that the scoped character has on the target character. Until they get a new reason, they cannot execute the target again. Characters
consume_imprisonment_reasons character character 'Consume' all imprisonment reasons that the scoped character has on the target character. Until they get a new reason, they cannot imprison the target again. Characters
consume_revoke_title_reason character character 'Consume' 1 revoke title reason that the scoped character has on the target character. Characters
copy_inheritable_appearance_from character character Copies the inheritable appearance attributes (inheritable genes in the character's DNA string) from the target character to the scoped character. Titles
create_alliance character character Create an alliance between the scoped character and the target. The allied through characters determine who gets checked against for if the alliance should persist or not. create_alliance = scope
create_alliance = { target = scope allied_through_owner = scope allied_through_target = scope }
Relations
create_cadet_branch character bool The scope character creates a cadet branch of the house he is in. Characters
create_faction key/character The scoped character creates a faction of the specified type against the specified target. create_faction = { type = X target = Y } Factions
create_story character key/character Creates and initializes a story cycle with the current character as owner. create_story = story_type
create_story = { type = story_type save_scope_as/save_temporary_scope_as = scope_name # optional way to get a reference to the new story }
Stories
death character character/key Kills a character. Where X is a character and Y is one of the death reason keys. Or death = natural which will pick a natural death reason to kill the character from. death = { killer = X death_reason = Y } Characters
depose character bool The character gets deposed. Vassalage
destroy_title character title Destroys a title. Titles
end_pregnancy character End a pregnancy Characters
execute_decision character Execute the specified decision for the scoped character Characters
finish_council_task character The councillor finish the current assigned task successfully. Jobs
fire_councillor character character The scope character fires the target character form teh council. Jobs
forbid_from_scheme character Forbid the scope character from joining the target scheme as an agent (and kick the character out if already in the scheme) Hooks and Schemes
force_add_to_scheme character key/int Adds a character as an agent to the scheme and forces them to stay. force_add_to_scheme = { scheme = target_Scheme days/months/years = duration } Hooks and Schemes
force_vote_as character Forces the character to vote the same as the target. force_vote_as = { target = someone days/months/years = x } Characters
get_title character title Gives a title to a character. Titles
give_nickname character key Give a nickname to this character. Characters
join_faction character The character in the scope joins the assigned faction. Factions
join_faction_forced character key/character/int The character in the scope is forced to join a faction by a character for a defined time. join_faction_forced = { faction = X forced_by = Y days/months/years = duration } Factions
join_faction_skip_check character The character in the scope joins the assigned faction skiping the can_character_join trigger. Factions
leave_faction character The charcter in the scope leaves the assigned faction. Factions
make_claim_strong character title Makes a claim strong (character adds the claim if not having it already). Titles
make_claim_weak character title Makes a claim weak (character adds the claim if not having it already). Titles
make_concubine character character Makes the target character a concubine of the scope character, the target should not be imprisoned. Characters
make_pregnant character character/int/bool Makes a character pregnant. make_pregnant = { father= 'the real father' number_of_children= X known_bastard=yes/no } Characters
make_trait_active character Activates an inactive trait. Tooltip will not be shown if the character cannot have the trait. Characters
make_trait_active_force_tooltip character Activates an inactive trait. Tooltip will be shown even if the character cannot have the trait. Characters
make_trait_inactive character Makes a current trait of a character inactive. Tooltip will not be shown if the character doesn't have the trait. Characters
make_trait_inactive_force_tooltip character Makes a current trait of a character inactive. Tooltip will be shown even if the character doesn't have the trait. Characters
make_unprunable character The scope character will no longer be prunable after their death. Use with care, as this will make everyone related to them unprunable too. So you should only use this if someone absolutely *needs* to stick around several years after their death. make_unprunable = yes Characters
marry character character Marries the scoped character to the target character. marry = target Characters
marry_matrilineal character character Marries the scoped character to the target character matrilineally marry_matrilineal = target Characters
move_to_pool character bool The scoped character (courtier or guest) leaves their current court and moves into the pool. scope:guest = { move_to_pool = yes } Characters
move_to_pool_at character province The scoped character (courtier/guest/pool character) leaves their current court (if any) and moves into the pool of the specified province scope:guest = { move_to_pool_at = scope:some_province } Characters
pay_long_term_gold character character/int The scope character pays gold to the target character. (AI budget category long term). pay_gold = { target = X gold = Y } Characters
pay_short_term_gold character The scope character pays gold to the target character. (AI budget category short term). pay_gold = { target = X gold = Y } Characters
pay_short_term_income character character/int The scope character immediately pays gold corresponding to their income to the target character. (AI budget short term). pay_income = { target = X days/months/years = Y } Characters
play_music_cue character Plays the specified music cue. Music
recalculate_scripted_relation character Recalculates the effect of a scripted relation. recalculate_scripted_relation = friend Relations
recruit_courtier character character Recruits the target to become a courtier.(It doesn't work) scope:liege = { recruit_courtier = scope:new_courtier } Characters
refund_all_perks character bool Refunds all perks of the character. refund_all_perks = yes Lifestyles
refund_perks character key Refunds all perks of the RHS lifestyle. refund_perks = intrigue_lifestyle Lifestyles
release_from_prison character bool Releases the character from the prison. release_from_prison = yes Characters
remove_all_character_modifier_instances character modifier Remove all instances of a modifier from a character remove_all_character_modifier_instances = name Modifiers
remove_character_flag character flag Removes a character flag. Flags
remove_character_modifier character modifier Remove a modifier from a character. remove_character_modifier = name Modifiers
remove_claim character landed title Removes an explicit (not from a living parent/grand parent) claim. Title
remove_concubine character character Removes the target character as a concubine of the scope character. Relations
remove_courtier_or_guest character character Removes the target character (guest or courtier) from the scope character's court. scope:host = { remove_courtier_or_guest = scope:guest }
scope:host = {
remove_courtier_or_guest = {
character = scope:guest
new_location = scope:some_province # optionally specify a new location
}
}
Characters
remove_decision_cooldown character key Remove the cooldown on taking a decision for the scoped character. remove_decision_cooldown = decision_name Decisions
remove_hook character character/hook_type Removes a hook on a character. If type is specified, the hook will only be removed if it is of that type. remove_hook = { target = X, type = Y } Hooks and Schemes
remove_interaction_cooldown character interaction Remove the cooldown on using an interaction for the scoped character. remove_interaction_cooldown = interaction_name Interactions
remove_interaction_cooldown_against character interaction/character Remove the cooldown on using an interaction against the target character for the scoped character. remove_interaction_cooldown_against = { interaction = interaction_name target = character } Interactions
remove_long_term_gold character Removes gold from a character (AI's long term budget). Characters
remove_nickname character bool Removes any nickname from the current character. Characters
remove_opinion character character/modifier/bool Removes a temporary opinion modifier. Where X is a character, Y is the opinion modifier, Z tells whether to remove all instances of the modifier or just one. remove_opinion = { target = X modifier = Y single = Z (no by default) } Modifiers
remove_perk character Remove the perk for this character Characters
remove_realm_law character law Removes the given law from the scoped character. This will leave the law group empty, so only do this if you're getting rid of a law group. Laws
remove_relation_best_friend character character Removes scripted relationship. Relations
remove_relation_bully character character Removes scripted relationship. Relations
remove_relation_court_physician character character Removes scripted relationship. Relations
remove_relation_crush character character Removes scripted relationship. Relations
remove_relation_flag flag/character/relation Removed a flag from an existing relation. remove_relation_flag = { flag = flag_name (declared in scripted_relation) target = other_character relation = scripted_relation } Flags
remove_relation_friend character character Removes scripted relationship. Relations
remove_relation_guardian character character Removes scripted relationship Relations
remove_relation_intrigue_mentor character character Removes scripted relationship. Relations
remove_relation_intrigue_student character character Removes scripted relationship. Relations
remove_relation_lover character character Removes scripted relationship. Relations
remove_relation_mentor character character Removes scripted relationship. Relations
remove_relation_nemesis character character Removes scripted relationship. Relations
remove_relation_oaf character character Removes scripted relationship Relations
remove_relation_potential_friend character character Removes scripted relationship. Relations
remove_relation_potential_lover character character Removes scripted relationship. Relations
remove_relation_potential_rival character character Removes scripted relationship. Relations
remove_relation_rival character character Removes scripted relationship. Relations
remove_relation_soldier_friend character character Removes scripted relationship. Relations
remove_relation_soulmate character character Removes scripted relationship. Relations
remove_relation_student character character Removes scripted relationship. Relations
remove_relation_victim character character Removes scripted relationship. Relations
remove_relation_ward character character Removes scripted relationship. Relations
remove_scheme_cooldown_against character scheme/character Remove the cooldown on using a scheme against the target character for the scoped character remove_scheme_cooldown_against = { scheme = scheme_name target = character } Hooks and Schemes
remove_short_term_gold character Removes gold from a character (AI's short term budget). Characters
remove_trait character Removes a trait from a character. Tooltip will not be shown if the character doesn't have the trait. Characters
remove_trait_force_tooltip character Removes a trait from a character. Tooltip will be shown even if the character doesn't have the trait. Characters
reset_beneficiary character bool The target character stops having a beneficiary. reset_beneficiary = yes Holy Wars
return_to_court character Returns the scope character to the employers court. Characters
reverse_add_opinion character modifier/int/character Adds a temporary reverse opinion modifier. X is a scripted modifier name. Y can be a value or a range "{ A B }" If no timeout are specified, the modifier's scripted default timeout will be used. reverse_add_opinion = { modifier = X days/months/years = Y target = Z } Modifiers
scriptedtests_recalculate_character_modifier character Recalculates the modifier of the scoped character. Modifiers
scriptedtests_recalculate_succession character Recalculates the line of succession of the scoped character. Succession
send_interface_message character Sends a message to the player playing the character in the scope and then executes any effects inside.
For the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense and $DESC$ contains the text from the desc field.
send_interface_message = {
type = message_type # default: send_interface_message
title = LOCALIZATION # optional, otherwise takes it from the message type
desc = LOCALIZATION # optional, otherwise takes it from the message type
tooltip = LOCALIZATION # optional, otherwise takes it from the message type
left_icon = scope:recipient # optional, character or title
right_icon = scope:the_title # optional, character or title
goto = scope:the_title # optional, character, barony title, province will add a goto button
# optional effects...
add_dread = 5
scope:someone = { add_gold = 5 }
}
Notifications
send_interface_toast character Sends a message to the player playing the character in the scope and then executes any effects inside.
For the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense.
And $DESC$ contains the text from the desc field.
send_interface_toast = {
type = message_type # default: send_interface_toast
title = LOCALIZATION # optional, otherwise takes it from the message type
desc = LOCALIZATION # optional, otherwise takes it from the message type
left_icon = scope:recipient # optional, character or title
right_icon = scope
goto = scope:the_title # optional, character, barony title, province will add a goto button
# optional effects...
add_dread = 5
scope:someone = { add_gold = 5 }
}
Notifications
set_absolute_country_control character Sets if this character has absolute country control. Control
unlock_character_movement bool/character Characters
set_beneficiary character character The target character becomes the beneficiary of the scoped character. set_beneficiary = some character Holy Wars
set_character_faith character faith Changes what faith a character has executing the effects for it. For history setup use 'set_character_faith_history' instead. Characters
set_character_faith_history character faith Changes what faith a character has NOT executing the effects for it. USE ONLY IN HISOTRY SETUP! Characters
set_character_faith_with_conversion character faith Changes what faith a character has, as if they used the faith-view interaction (minus the piety cost). So vassals who'd accept will get converted, as will capitals Characters
set_child_of_concubine_on_pregnancy character Sets the child to be (or not be) a child of a concubine during pregnancy Characters
set_council_task character key/character Sets the task of the scope councillor set_council_task = { task_type = council_position_type_key target = for_targeted_tasks } Jobs
set_culture character culture Set the culture for this character Characters
set_culture_same_as character character Sets the culture of the character to be the same as the culture of the target. Characters
set_death_reason character Sets the death reason and the killer of a dead character. set_death_reason = { killer = X death_reason = Y }, both parameters are optional Characters
set_default_education character Sets the default education focus for this character. Lifestyles
set_designated_heir character character Sets the given character as designated heir. Succession
set_employer character character Add the scope character to the target character's court. Characters
set_father character character Sets the father of a character. Characters
set_focus character Set the focus for this character Lifestyles
set_house character dynasty house Sets the dynasty house of the character. Characters
set_immortal_age character int Changes what age the character became immortal at. Only works if already immortal. set_immortal_age = 20 Characters
set_killer_public character Sets the scoped character's killer as being publicly known set_killer_public = bool Hooks and Schemes
set_known_bastard_on_pregnancy character Sets the child to a known or unknown bastard during pregnancy. Characters
set_num_pregnancy_children character int Set the number of children Characters
set_override_designated_winner character bool The scoped character will put their beneficiary on the throne if they're the #1 participant if this is called with 'yes'. Call with 'no' to turn it off again. set_override_designate_winner = yes Holy Wars
set_player_character character character The scope character's player will now play as the target character. Scope must be player-controlled. Target cannot be player-controlled. Characters
set_pregnancy_assumed_father character character Set the assumed father of the pregnancy. Characters
set_primary_spouse character character Set the primary spouse of a character. set_primary_spouse = scope Characters
set_primary_title_to character landed title Sets the primary title for a character. set_primary_title_to = <title> Titles
set_real_father character character Changes the real father of the character scope. Characters
set_realm_capital character landed title Set a new realm capital character = { set_realm_capital = new_title } Realm
set_relation_best_friend character character Sets scripted relationship. Relations
set_relation_bully character character Sets scripted relationship. Relations
set_relation_court_physician character character Sets scripted relationship. Relations
set_relation_crush character character Sets scripted relationship. Relations
set_relation_friend character character Sets scripted relationship. Relations
set_relation_guardian character character Sets scripted relationship. Relations
set_relation_intrigue_mentor character character Sets scripted relationship. Relations
set_relation_intrigue_student character character Sets scripted relationship. Relations
set_relation_lover character character Sets scripted relationship. Relations
set_relation_mentor character character Sets scripted relationship. Relations
set_relation_nemesis character character Sets scripted relationship. Relations
set_relation_oaf character character Sets scripted relationship. Relations
set_relation_potential_friend character character Sets scripted relationship. Relations
set_relation_potential_lover character character Sets scripted relationship. Relations
set_relation_potential_rival character character Sets scripted relationship. Relations
set_relation_rival character character Sets scripted relationship. Relations
set_relation_soldier_friend character character Sets scripted relationship. Relations
set_relation_soulmate character character Sets scripted relationship. Relations
set_relation_student character character Sets scripted relationship. Relations
set_relation_victim character character Sets scripted relationship. Relations
set_relation_ward character character Sets scripted relationship. Relations
set_sexuality character Sets the sexuality of the character Characters
set_to_lowborn character Set the character to lowborn. Characters
set_vassal_contract_modification_blocked character Blocks the vassal contract from being modified with regards to being checked by 'vassal_contract_is_blocked_from_modification' Vassalage
spawn_army character Spawns an army for this character. If the character is not at war, the regiments will be created, but the army will not be spawned. spawn_army = {
levies = int/script value # optional, number of men
men_at_arms = { # optional, multiple can be specified. Need either levies or MAA
type = key
men/stacks = int/script value
}
location = province
origin = province # optional, location used if not set. This is used for where to base bonuses and the like on
war = war # optional. If set, the stack will disband after the war ends
inheritable = yes/no # Default: yes
uses_supply = yes/no # Default: yes
army = army # optional. If set, the stack will merge into this army
save_scope_as/save_temporary_scope_as = new_army # optional way to get a reference to the new army. Note this might not be set if the army wasn't spawned (e.g. if the character is not at war)
name = description # gives the troops a specific name that shows up in interfaces
}
Armies
start_default_task character Force the Councillor to revert to the default task. Any relevant percentage progress will be lost (even if the councillor was performing the default task already). Jobs
start_scheme character starts a scheme = { type = X target = Y } Hooks and Schemes
start_war character Starts a war. X is a casus belli type, Y is the target character, Z i the (optional) claimant, W1, W2.... are targeted titles. start_war = { casus_belli/cb = X target = Y claimant = Z target_title = W1 target_title = W2 ... } Wars
stress_impact character Stress impact according to specified traits (trait = value), use base = value for a base value that's always added. stress_impact = { sadistic = medium_stress_impact_loss }
stress_impact = { compassionate = medium_stress_impact_gain }
Characters
use_hook character character Uses a hook a character has (removes if weak, puts on cooldown if strong). use_hook = some_character Hooks and Schemes
vassal_contract_decrease_obligation_level character Decrease the obligation level of the scoped character's vassal contract. Vassalage
vassal_contract_increase_obligation_level character Increase the obligation level of the scoped character's vassal contract. Vassalage
vassal_contract_set_obligation_level character Change the obligation level of the scoped character's vassal contract. vassal_contract_set_obligation_level = { type = name level = 1 } # index to obligation level
vassal_contract_set_obligation_level = { type = name level = feudal_obligation_low }
Vassalage
visit_court_of character character Add the scope character as the target character's guest. Characters
add_faction_discontent faction Adds (or subtracts) discontent to the scope faction. add_faction_discontent = X Factions
destroy_faction faction The scope faction is destroyed. destroy_faction = yes Factions
faction_remove_war faction Removes the war currently associated with the faction. faction_remove_war = yes Factions
faction_start_war faction The scope faction starts the war agains their target. faction_start_war = {
title = [optional]
}
Factions
remove_special_character faction Removes the special character for the scope faction Factions
remove_special_title faction Removes the special character for the scope faction. Factions
set_special_character faction character Sets the special character for the scope faction. Factions
set_special_title faction landed title Sets the special title for the scope faction Factions
add_attacker war character Adds the target character to the scope war as an attacker. Wars
add_defender war character Adds the target character to the scope war as a defender. Wars
end_war war Ends the war with the specified winner. end_war = attacker/defender/white_peace Wars
remove_participant war character Removes the target character from the scope war. Wars
set_called_to war character Sets the target character as already called to the scope war. Wars
set_casus_belli war Sets the casus belli of the scope war. Wars
activate_holy_site faith Activate an inactive holy site. <faith_scope> = { activate_holy_site = <holy_site_name> } Faiths
add_doctrine faith doctrines Add doctrine to faith. <faith_scope> = { add_doctrine = <doctrine_name> } Faiths
change_fervor faith int Changes the fervor of the faith by the given value. change_fervor = script value Faiths
remove_doctrine faith doctrines Remove doctrine from faith. <faith_scope> = { remove_doctrine = <doctrine_name> } Faiths
remove_religious_head_title faith bool Removes the religious head title of the faith. remove_religious_head_title = yes Faiths
set_religious_head_title faith landed title Sets the religious head title of the faith to the given title. set_religious_head_title = scope Faiths
start_great_holy_war faith Starts a great holy war. start_great_holy_war = {
target_character = someone
target_title = some
titledelay = script value# Number of days until the war should
startwar = some war # Optional. Will make this a directed GHW instead of undirected, and tie it to this specific war
}
Faiths
set_add_claim_on_loss title/vassal change If set, any title losses will result in claims being added to the previous holder. Titles
set_title_and_vassal_change_type title/vassal change conquest, conquest_holy_war, conquest_claim, conquest_populist, inheritance, abdication, destroyed, created, usurped, granted, revoked, election, independency, returned, leased_out, lease_revoked, faction_demand Sets the type of change. Titles
add_secret_participant secret character Adds an participant to the secret. Hooks and Schemes
disable_exposure_by secret character Forbids the target character from exposing the secret disable_exposure_by = target_character Hooks and Schemes
add_building_slot title/holding int Adds adds number of building slots to holding. Buildings