触发器

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(重定向自Conditions

Triggers are used in the game to check conditions.

Triggers[编辑 | 编辑源代码]

Scripted Triggers[编辑 | 编辑源代码]

Trigger Localization[编辑 | 编辑源代码]

Custom Triggers[编辑 | 编辑源代码]

Creating Custom Triggers[编辑 | 编辑源代码]

Logical Operators/Triggers[编辑 | 编辑源代码]

These triggers provide basic logical functionality.

Name Description Usage Traits Supported Scopes Supported Targets
always Always the same value always = yes yes/no
AND All inside trigger must be true AND = { <triggers> }
OR At least one entry inside trigger must be true OR = { <triggers> }
NOT Negates content of trigger NOT = { <triggers> }
NOR A negated OR trigger NOR = { <triggers> }
NAND A negated AND trigger NAND = { <triggers> }
all_false True if all children are false (equivalent to NOR) all_false = { <triggers> }
any_false True if any child is false (equivalent to NAND) any_false = { <triggers> }
switch Switch on a trigger for the evaluation of another trigger with an optional fallback trigger switch = {

trigger = simple_assign_trigger

case_1 = { <triggers> }

case_2 = { <triggers> }

case_n = { <triggers> }

fallback = { <triggers> }

}

trigger_if Evaluates the triggers if the display_triggers of the limit are met trigger_if = { limit = { <display_triggers> } <triggers> }
trigger_else_if Evaluates the enclosed triggers if the display_triggers of the preceding `trigger_if` or `trigger_else_if` is not met and its own display_trigger of the limit is met trigger_if = { limit = { <display_triggers> } <triggers> }

trigger_else_if = { limit = { <display_triggers> } <triggers> }

trigger_else Evaluates the triggers if the display_triggers of preceding 'trigger_if' or 'trigger_else_if' is not met trigger_if = { limit = { <display_triggers> } <triggers> }

trigger_else = { <triggers> }

List of triggers[编辑 | 编辑源代码]

Note that this list has been generated programmatically.

Name Description Usage Traits Supported Scopes Supported Targets
any_dynasty_member Iterate through all dynasty members any_dynasty_member = { <count=num/all> / <percent=fixed_point> <triggers> } dynasty character
blood_legacy_track_perks How many legacies in the Blood legacy track does this dynasty have? <, <=, =, !=, >, >= dynasty
dynasty_can_unlock_relevant_perk Can the scoped dynasty unlock a 'relevant' legacy? Relevant meaning one that isn't the first in its track unless the dynasty has no partially filled tracks yes/no dynasty
dynasty_prestige Does the dynasty have the required prestige? <, <=, =, !=, >, >= dynasty
dynasty_prestige_level Does the dynasty have the required level of splendor? <, <=, =, !=, >, >= dynasty
erudition_legacy_track_perks How many legacies in the Erudition legacy track does this dynasty have? <, <=, =, !=, >, >= dynasty
glory_legacy_track_perks How many legacies in the Glory legacy track does this dynasty have? <, <=, =, !=, >, >= dynasty
guile_legacy_track_perks How many legacies in the Guile legacy track does this dynasty have? <, <=, =, !=, >, >= dynasty
has_dynasty_modifier Does the scoped dynasty have a given modifier? has_dynasty_modifier = name dynasty
has_dynasty_modifier_duration_remaining Does the scoped dynasty have the duration remaining on a given modifier? has_dynasty_modifier_duration_remaining = name dynasty
has_dynasty_perk Does the dynasty have this legacy? has_dynasty_perk = key dynasty
kin_legacy_track_perks How many legacies in the Kin legacy track does this dynasty have? <, <=, =, !=, >, >= dynasty
law_legacy_track_perks How many legacies in the Law legacy track does this dynasty have? <, <=, =, !=, >, >= dynasty
warfare_legacy_track_perks How many legacies in the Warfare legacy track does this dynasty have? <, <=, =, !=, >, >= dynasty
compare_value Compare the scoped value instead of scoping into it. var:variable_name = { compare_value < 4 }

var:variable_name.compare_value < {value = var:other_variable add = 5}

<, <=, =, !=, >, >= value
any_house_member Iterate through all house members any_house_member = { <count=num/all> / <percent=fixed_point> <triggers> } dynasty house character
has_house_modifier Does the scoped house have a given modifier? has_house_modifier = name dynasty house
has_house_modifier_duration_remaining Does the scoped house have the duration remaining on a given modifier? has_house_modifier_duration_remaining = name dynasty house
any_faith Iterate through all faiths within a religion any_faith = { <count=num/all> / <percent=fixed_point> <triggers> } religion faith
is_in_family Is the scoped faith in a given religious family? is_in_family = rf_abrahamic religion
any_scheme_agent Iterate through all agents in the scheme any_scheme_agent = { <count=num/all> / <percent=fixed_point> <triggers> } scheme character
has_scheme_modifier Is the scheme currently affected by the specified modifier? has_scheme_modifier = X scheme
is_hostile Is the scoped scheme a hostile scheme? is_hostile = bool yes/no scheme
is_scheme_agent_exposed Is the target character an exposed agent in the scope scheme? character target scheme
is_scheme_exposed Is the scheme exposed? yes/no scheme
scheme_duration_days The number of days since the scheme was started <, <=, =, !=, >, >= scheme
scheme_is_character_agent Is the target character part of this scheme? character target scheme
scheme_monthly_progress Monthly scheme progress in % (i.e. 50 equals 50%) <, <=, =, !=, >, >= scheme
scheme_number_of_agents The number of agents in a scheme <, <=, =, !=, >, >= scheme
scheme_number_of_exposed_agents The number of exposed agents in a scheme <, <=, =, !=, >, >= scheme
scheme_power Scheme power <, <=, =, !=, >, >= scheme
scheme_power_resistance_difference Scheme power minus scheme resistance <, <=, =, !=, >, >= scheme
scheme_power_resistance_ratio Scheme power/resistance ratio. Set to ±10000 if resistance is zero and power is positive/negative (0 if both power and resistance are 0) <, <=, =, !=, >, >= scheme
scheme_progress Scheme progress (0 - 10 (defined)) <, <=, =, !=, >, >= scheme
scheme_resistance Scheme resistance <, <=, =, !=, >, >= scheme
scheme_secrecy Scheme secrecy <, <=, =, !=, >, >= scheme
scheme_skill Is the scheme currently affected by the specified modifier? has_scheme_modifier = X scheme
scheme_success_chance Scheme success chance <, <=, =, !=, >, >= scheme
scheme_type Is the scheme of the specified type? scheme_type = X scheme
active_de_jure_drift_progress task_current_value = scope:county.active_de_jure_drift_progress <, <=, =, !=, >, >= landed title
any_claimant Iterate through all claimants to title. parameters: explicit = yes/no/all - default yes any_claimant = { <count=num/all> / <percent=fixed_point> <triggers> } landed title character
any_connected_county Iterate through all counties connected to this one. Is based on top liege any/every/whatever_connected_county = {

max_naval_distance = 500 allow_one_county_land_gap = yes any_connected_county = { <count=num/all> / <percent=fixed_point> <triggers> }

landed title landed title
any_county_province Iterate through all baronies in a county any_county_province = { <count=num/all> / <percent=fixed_point> <triggers> } landed title province
any_de_jure_county_holder Iterate through all characters directly holding counties within this de jure title any_de_jure_county_holder = { <count=num/all> / <percent=fixed_point> <triggers> } landed title character
any_de_jure_top_liege Iterate through all top lieges of the counts within this de jure title any_de_jure_top_liege = { <count=num/all> / <percent=fixed_point> <triggers> } landed title character
any_dejure_vassal_title_holder Iterate through all the vassal holders of the title any_dejure_vassal_title_holder = { <count=num/all> / <percent=fixed_point> <triggers> } landed title character
any_election_candidate Iterate through all characters who are valid candidates in an election for a title any_election_candidate = { <count=num/all> / <percent=fixed_point> <triggers> } landed title character
any_elector Iterate through all characters who are valid electors in an election for a title any_elector = { <count=num/all> / <percent=fixed_point> <triggers> } landed title character
any_in_de_facto_hierarchy Iterate through the title itself, all de facto vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassals continue is unrelated to the limit; if the limit is met it is added to the list, but its vassals will get checked even if the limit isn't met as long as the 'continue' trigger is

..._de_jure_vassal_and_below = { continue = { conditions } } any_in_de_facto_hierarchy = { <count=num/all> / <percent=fixed_point> <triggers> }

landed title landed title
any_in_de_jure_hierarchy Iterate through the title itself, all de jure vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal This is unrelated to the limit; if the limit is met it is added to the list, but its vassals will get checked even if the limit isn't met as long as the 'continue' trigger is

..._de_jure_vassal_and_below = { continue = { conditions } } any_in_de_jure_hierarchy = { <count=num/all> / <percent=fixed_point> <triggers> }

landed title landed title
any_neighboring_county Iterate through all neighboring counties. Can only be used in county scope any_neighboring_county = { <count=num/all> / <percent=fixed_point> <triggers> } landed title landed title
any_this_title_or_de_jure_above Iterate through this title and all its de jure liege titles any_this_title_or_de_jure_above = { <count=num/all> / <percent=fixed_point> <triggers> } landed title landed title
any_title_heir Line of succession for the scoped title any_title_heir = { <count=num/all> / <percent=fixed_point> <triggers> } landed title character
any_title_joined_faction Iterate through all factions joined the scope landed title any_title_joined_faction = { <count=num/all> / <percent=fixed_point> <triggers> } landed title faction
any_title_to_title_neighboring_and_across_water_barony Scopes from a title to a neighboring barony (incl. across water, looking through the de jure lieges) any_title_to_title_neighboring_and_across_water_barony = { <count=num/all> / <percent=fixed_point> <triggers> } landed title landed title
any_title_to_title_neighboring_and_across_water_county Scopes from a title to a neighboring county (incl. across water, looking through the de jure lieges) any_title_to_title_neighboring_and_across_water_county = { <count=num/all> / <percent=fixed_point> <triggers> } landed title landed title
any_title_to_title_neighboring_and_across_water_duchy Scopes from a title to a neighboring duchy (incl. across water, looking through the de jure lieges) any_title_to_title_neighboring_and_across_water_duchy = { <count=num/all> / <percent=fixed_point> <triggers> } landed title landed title
any_title_to_title_neighboring_and_across_water_empire Scopes from a title to a neighboring empire (incl. across water, looking through the de jure lieges) any_title_to_title_neighboring_and_across_water_empire = { <count=num/all> / <percent=fixed_point> <triggers> } landed title landed title
any_title_to_title_neighboring_and_across_water_kingdom Scopes from a title to a neighboring kingdom (incl. across water, looking through the de jure lieges) any_title_to_title_neighboring_and_across_water_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> } landed title landed title
any_title_to_title_neighboring_barony Scopes from a title to a neighboring barony (looking through the de jure lieges) any_title_to_title_neighboring_barony = { <count=num/all> / <percent=fixed_point> <triggers> } landed title landed title
any_title_to_title_neighboring_county Scopes from a title to a neighboring county (looking through the de jure lieges) any_title_to_title_neighboring_county = { <count=num/all> / <percent=fixed_point> <triggers> } landed title landed title
any_title_to_title_neighboring_duchy Scopes from a title to a neighboring duchy (looking through the de jure lieges) any_title_to_title_neighboring_duchy = { <count=num/all> / <percent=fixed_point> <triggers> } landed title landed title
any_title_to_title_neighboring_empire Scopes from a title to a neighboring empire (looking through the de jure lieges) any_title_to_title_neighboring_empire = { <count=num/all> / <percent=fixed_point> <triggers> } landed title landed title
any_title_to_title_neighboring_kingdom Scopes from a title to a neighboring kingdom (looking through the de jure lieges) any_title_to_title_neighboring_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> } landed title landed title
can_be_leased_out Can the scoped title be leased out? yes/no landed title
can_title_create_faction Can the title create the faction of the specified type against the specified character? can_title_create_faction = { type = X target = Y } landed title
can_title_join_faction Can the the scoped title join the faction? can_title_join_faction = faction landed title
county_control Does the county title have the required county control? <, <=, =, !=, >, >= landed title
county_control_rate How much county control is the county gaining each month? <, <=, =, !=, >, >= landed title
county_control_rate_modifier What's the multiplier to the control gain rate? E.g., if there's just a +20% modifier, this would return 1.2 <, <=, =, !=, >, >= landed title
county_holder_opinion Compares the county's opinion of its holder <, <=, =, !=, >, >= landed title
county_opinion Compares the county's opinion of the current count <, <=, =, !=, >, >= landed title
county_opinion_target Compares the county's opinion of the target character to the specified value county_opinion_target = { target = X value >/</= Y } landed title
de_jure_drift_progress Compare drift progress towards target with value <drifting_title> = { de_jure_drift_progress = { target = <drift_target_title> value > 50 } } landed title
de_jure_drifting_towards Is the scoped landed title de jure drifting toward another title? <drifting_title> = { de_jure_drifting_towards = <drift_target_title> } landed title scope landed title landed title
development_level Does the county title have the required county development level? <, <=, =, !=, >, >= landed title
development_rate How much development progress is the county gaining each month? <, <=, =, !=, >, >= landed title
development_rate_modifier What's the multiplier to the development progress? <, <=, =, !=, >, >= landed title
development_towards_level_increase Does the county title have the required progress towards the next level of development? E.g., if level 1 is 100, level 2 is 300 (these are set in defines), and current total is 150, this would return 50 <, <=, =, !=, >, >= landed title
has_character_nominiated Has the target character nominated a successor for the scoped title? character target landed title
has_county_modifier Does the scoped county have a given modifier? has_county_modifier = name landed title
has_county_modifier_duration_remaining Does the scoped county have the duration remaining on a given modifier? has_county_modifier_duration_remaining = name landed title
has_disabled_building Is the scoped landed title connected to a holding that contains at least one disabled building? yes/no landed title
has_holy_site_flag Does the barony have a holy site with the given flag? has_holy_site_flag = some_flag landed title
has_order_of_succession Does the scoped title have a given succession type? has_order_of_succession = election landed title
has_revokable_lease Is the title under a lease that can be revoked manually? yes/no landed title
has_title_law Does the scoped title have the given title-specific law? landed title
has_title_law_flag Does the scoped title have a title-specific law with the given flag? landed title
has_wrong_holding_type Is the scope landed title connected to a holding that cannot be governed by the current lessee or holder? yes/no landed title
is_capital_barony Is title in the scope a capital barony? yes/no landed title
is_coastal_county Is the county coastal? yes/no landed title
is_connected_to Is the county connected to the other county? Is based on top liege is_connected_to = {

max_naval_distance = 500 allow_one_county_land_gap = yes target = some other county }

landed title
is_contested Is the scope landed title contested in any war? yes/no landed title
is_de_facto_liege_or_above_target Is the title de facto liege or above the target title? landed title target landed title
is_de_jure_liege_or_above_target Is the title de jure liege or above the target title? landed title target landed title
is_holy_order Is the scope landed title a holy order? yes/no landed title
is_holy_site Is the barony a holy site of any faith? is_holy_site = yes yes/no landed title
is_holy_site_controlled_by Does the target character control a holy site of the scoped object? is_holy_site_controlled_by = root character scope landed title character
is_holy_site_of Is the barony a holy site of the given faith? is_holy_site_of = catholic landed title
is_landless_type_title Is this title considered a landless type title? yes/no landed title
is_leased_out Is the scoped title leased out? yes/no landed title
is_mercenary_company Is the scope landed title a mercenary company? yes/no landed title
is_neighbor_to_realm Is this landed title adjacent to the character's realm? is_neighbor_to_realm = character character scope landed title character
is_target_of_council_task Is the county currently affected by the specified council task? Needs to be in a county title scope landed title
is_title_created Is title in the scope created? yes/no landed title
is_titular Is this title titular (has no de jure counties in it, and is not a barony/county)? yes/no landed title
is_under_holy_order_lease Is the scoped title leased out to any holy order? yes/no landed title
place_in_line_of_succession What place in line of succession does the character hold? landed title
recent_history Does the scope title have a history entry of the specified type in recent history? recent_history = { type = X days/months/years = Y }

The type can be omitted, all history types are considered then Possible types:

  • conquest
  • conquest_holy_war
  • conquest_claim
  • conquest_populist
  • election
  • inheritance
  • abdication
  • created
  • destroyed
  • usurped
  • granted
  • revoked
  • independency
  • leased_out
  • lease_revoked
  • returned
  • faction_demand
landed title
target_is_de_facto_liege_or_above Is the target title de facto liege or above? landed title target landed title
target_is_de_jure_liege_or_above Is the target title de jure liege or above? landed title target landed title
tier What tier is the scoped title? Use the script values please, not raw numbers The tiers are
  1. tier_barony
  2. tier_county
  3. tier_duchy
  4. tier_kingdom
  5. tier_empire
<, <=, =, !=, >, >= landed title
title_create_faction_type_chance Check if the chance to create a faction against a target of the scope landed title is is true against the scripted value title_create_faction_type_chance = {
   type = faction_type #An ongoing faction
   target = target_character
   value <|<=|>=|> 0

}

landed title
title_is_a_faction_member Is the scope title a member of a faction? yes/no landed title
title_join_faction_chance Check if the chance of the scope landed title to join the faction against the scripted value title_join_faction_chance = {
   faction = faction_target #An ongoing faction
   value <|<=|>=|> 0

}

landed title
title_will_leave_sub_realm_on_succession Will the title leave the sub-realm of the character on the right-hand-side upon succession? That is, is the first heir in someone outside the sub-realm, and the highest tier title they'll inherit from the person holding the title is not higher than their current tier character target landed title
story_type Is the story in scope of this type? story cycle
can_get_innovation_from Get random applicable innovation from another culture culture
has_all_innovations Has the culture discovered all innovations matching the filter? has_all_innovations = {

with_flag = flag_name # innovation matches if it has the flag; optional without_flag = flag_name # innovation matches if it does not have the flag; optional culture_era = era_key # innovation matches if it is from the era; optional }

culture
has_cultural_era_or_later Has this culture achieved specified era? <culture> = { has_cultural_era_or_later = culture_era_early_medieval } culture
has_graphical_culture Does the culture (or its culture group) have this graphical culture? <culture> = { has_graphical_culture = celticgfx } culture
has_innovation Have the culture discovered this innovation? culture
mercenary_company_expiration_days How many days are left in the mercenary contract. 0 if not hired. <, <=, =, !=, >, >= mercenary company
age Compare character age <, <=, =, !=, >, >= character
ai_boldness AI boldness <, <=, =, !=, >, >= character
ai_compassion AI compassion <, <=, =, !=, >, >= character
ai_diplomacy_stance The AI's diplomatic view of the target character ai_diplomacy_stance = {
   target = target_character
   stance = neutral/threat/enemy/friend

}

character
ai_energy AI energy <, <=, =, !=, >, >= character
ai_greed AI greed <, <=, =, !=, >, >= character
ai_honor AI honor <, <=, =, !=, >, >= character
ai_rationality AI rationality <, <=, =, !=, >, >= character
ai_sociability AI sociability <, <=, =, !=, >, >= character
ai_values_divergence Compare AI values between characters target = other character value >/</= sum of differences in ai values character
ai_vengefulness AI vengefulness <, <=, =, !=, >, >= character
ai_zeal AI zeal <, <=, =, !=, >, >= character
allowed_concubines Can the scope owner have concubines? yes/no character
allowed_more_concubines Can the scope owner have more concubines? yes/no character
allowed_more_spouses Can the scope owner have more spouses? yes/no character
any_alert_creatable_title Iterate through all titles that can be created by the character. (only for alerts) any_alert_creatable_title = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_alert_usurpable_title Iterate through all titles that can be usurped by the character. (only for alerts) any_alert_usurpable_title = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_ally Iterate through all allies any_ally = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_ancestor Iterate through all the ancestors of the scope character up to 5 generations any_ancestor = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_army Iterate through all armies any_army = { <count=num/all> / <percent=fixed_point> <triggers> } character army
any_character_to_title_neighboring_and_across_water_barony Scopes from a character to a neighboring barony (incl. across water, looking through the de jure lieges) any_character_to_title_neighboring_and_across_water_barony = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_character_to_title_neighboring_and_across_water_county Scopes from a character to a neighboring county (incl. across water, looking through the de jure lieges) any_character_to_title_neighboring_and_across_water_county = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_character_to_title_neighboring_and_across_water_duchy Scopes from a character to a neighboring duchy (incl. across water, looking through the de jure lieges) any_character_to_title_neighboring_and_across_water_duchy = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_character_to_title_neighboring_and_across_water_empire Scopes from a character to a neighboring empire (incl. across water, looking through the de jure lieges) any_character_to_title_neighboring_and_across_water_empire = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_character_to_title_neighboring_and_across_water_kingdom Scopes from a character to a neighboring kingdom (incl. across water, looking through the de jure lieges) any_character_to_title_neighboring_and_across_water_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_character_to_title_neighboring_barony Scopes from a character to a neighboring barony (looking through the de jure lieges) any_character_to_title_neighboring_barony = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_character_to_title_neighboring_county Scopes from a character to a neighboring county (looking through the de jure lieges) any_character_to_title_neighboring_county = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_character_to_title_neighboring_duchy Scopes from a character to a neighboring duchy (looking through the de jure lieges) any_character_to_title_neighboring_duchy = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_character_to_title_neighboring_empire Scopes from a character to a neighboring empire (looking through the de jure lieges) any_character_to_title_neighboring_empire = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_character_to_title_neighboring_kingdom Scopes from a character to a neighboring kingdom (looking through the de jure lieges) any_character_to_title_neighboring_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_character_war Wars of the scoped character any_character_war = { <count=num/all> / <percent=fixed_point> <triggers> } character war
any_child Iterate through all children any_child = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_claim Iterate through the titles of all claims held by a character; parameters: explicit = yes/no/all pressed = yes/no/all any_claim = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_close_family_member Iterate through all the close family [father, mother, siblings, children, grandparents] any_close_family_member = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_close_or_extended_family_member Iterate through all the close and extended relatives [father, mother, siblings, children, grandparents, uncles/aunts, nephew/niece, cousins] any_close_or_extended_family_member = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_concubine Iterate through all concubines any_concubine = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_consort Iterate through all consorts (concubines and spouses) any_consort = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_councillor Iterate through all councillors any_councillor = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_courtier Iterate through all courtiers any_courtier = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_courtier_away Iterate through all courtiers that are away any_courtier_away = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_courtier_or_guest Iterate through all courtiers and guests (pool and foreign court guests) any_courtier_or_guest = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_de_jure_claim Iterate through all de jure claims for a character any_de_jure_claim = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_diplomacy_councillor Iterate through all diplomacy-based councillors any_diplomacy_councillor = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_directly_owned_province Iterate through all directly owned provinces any_directly_owned_province = { <count=num/all> / <percent=fixed_point> <triggers> } character province
any_election_title Iterate through all titles the scoped character can vote on any_election_title = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_extended_family_member Iterate through all the extended family [uncles/aunts, nephew/niece, cousins] any_extended_family_member = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_foreign_court_guest Iterate through all guests visiting from another court (in contrast to pool_guest they have a liege) any_foreign_court_guest = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_former_concubine Iterate through all former concubines. Not persisted past death any_former_concubine = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_former_concubinist Iterate through all former concubinists. Not persisted past death any_former_concubinist = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_former_spouse Iterate through all former spouses any_former_spouse = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_general_councillor Iterate through all councillors that are not related to a skill any_general_councillor = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_heir Heirs of the scoped character any_heir = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_heir_title Iterate through all landed titles character is heir to any_heir_title = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_heir_to_title Iterate through all titles the scoped character is heir to any_heir_to_title = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_held_title Iterate through all held landed titles any_held_title = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_hired_mercenary Iterate through all hired mercenary companies any_hired_mercenary = { <count=num/all> / <percent=fixed_point> <triggers> } character mercenary company
any_hooked_character Iterate through all characters this character has a hook on any_hooked_character = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_hostile_raider Iterate through anyone the character is hostile to due to their top liege's realm having been raided any_hostile_raider = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_intrigue_councillor Iterate through all intrigue-based councillors any_intrigue_councillor = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_knight Iterate through all knights any_knight = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_known_secret Iterate through all secrets known by the character any_known_secret = { <count=num/all> / <percent=fixed_point> <triggers> } character secret
any_learning_councillor Iterate through all learning-based councillors any_learning_councillor = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_liege_or_above Iterate through all lieges above a character (skipping the character themselves) any_liege_or_above = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_martial_councillor Iterate through all martial-based councillors any_martial_councillor = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_neighboring_and_across_water_realm_same_rank_owner A sub-realm or realm bordering the scope character's realm (including across water) that has the same rank as the scoped character (look for lieges of the owner of the land if necessary) any_neighboring_and_across_water_realm_same_rank_owner = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_neighboring_and_across_water_top_liege_realm A realm with a different top liege neighboring the realm of the scoped character's top liege (including across water); switches to the realm's top title. Can be based on borders a day or two out of date any_neighboring_and_across_water_top_liege_realm = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_neighboring_and_across_water_top_liege_realm_owner A realm with a different top liege neighboring the realm of the scope character's top liege (including across water); switches to the holder of the realm. Can be based on borders a day or two out of date any_neighboring_and_across_water_top_liege_realm_owner = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_neighboring_realm_same_rank_owner A sub-realm or realm bordering the scope character's realm and has the same rank as the scope character (look for lieges of he owner of the land if necessary) any_neighboring_realm_same_rank_owner = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_neighboring_top_liege_realm A realm with a different top liege neighboring the realm of the scope character's top liege; switches to the realm's top title. Can be based on borders a day or two out of date any_neighboring_top_liege_realm = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_neighboring_top_liege_realm_owner A realm with a different top liege neighboring the realm of the scope character's top liege; switches to the holder of the realm. Can be based on borders a day or two out of date any_neighboring_top_liege_realm_owner = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_owned_story Iterate through all owned stories for a character any_owned_story = { <count=num/all> / <percent=fixed_point> <triggers> } character story cycle
any_parent Iterate through all (both) parents any_parent = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_patroned_holy_order Iterate through all holy orders that the scoped character is a patron of any_patroned_holy_order = { <count=num/all> / <percent=fixed_point> <triggers> } character holy order
any_pinned_character Iterate through characters this player has pinned any_pinned_character = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_pinning_character Iterate through characters whose player has this character pinned any_pinning_character = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_player_heir Iterate through player heirs, capped at the first 10 any_player_heir = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_pool_guest Iterate through all guests visiting the court from the pool (in contrast to foreign_court_guest they don't have a liege) any_pool_guest = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_potential_marriage_option Iterate through all potential selectable marriage or betrothal options any_potential_marriage_option = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_pretender_title Iterate through all landed titles character is pretender to any_pretender_title = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_primary_war_enemy Iterate through all primary war enemies any_primary_war_enemy = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_prisoner Iterate through all prisoners in the scoped character's dungeon any_prisoner = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_prowess_councillor Iterate through all prowess-based councillors any_prowess_councillor = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_raid_target Iterate through anyone the character is hostile to due to having raided them. Only returns top lieges any_raid_target = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_realm_county Iterate through all counties in the realm. Based on top liege any_realm_county = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_realm_de_jure_duchy Iterate through all de jure duchies that have at least one county in the realm. Based on top liege any_realm_de_jure_duchy = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_realm_de_jure_empire Iterate through all de jures empire that have at least one county in the realm. Based on top liege any_realm_de_jure_empire = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_realm_de_jure_kingdom Iterate through all de jure kingdom that have at least one county in the realm. Based on top liege any_realm_de_jure_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_realm_province Iterate through all realm provinces [baronies?] of a character any_realm_province = { <count=num/all> / <percent=fixed_point> <triggers> } character province
any_relation Iterate through scripted relations of a given type or multiple types. If someone is multiple relations they will only be in the list once any_relation = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_scheme Iterate through all schemes owned by the character any_scheme = { <count=num/all> / <percent=fixed_point> <triggers> } character scheme
any_secret Iterate through all secrets of the character any_secret = { <count=num/all> / <percent=fixed_point> <triggers> } character secret
any_sibling Iterate through all siblings any_sibling = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_spouse Iterate through all spouses any_spouse = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_spouse_candidate Iterate through all the spouse candidates of a character. WARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN. any_spouse_candidate = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_stewardship_councillor Iterate through all stewardship-based councillors any_stewardship_councillor = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_sub_realm_barony Iterate through all baronies in sub-realm any_sub_realm_barony = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_sub_realm_county Iterate through all counties in sub-realm any_sub_realm_county = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_sub_realm_duchy Iterate through all duchies in sub-realm any_sub_realm_duchy = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_sub_realm_empire Iterate through all empires in sub-realm any_sub_realm_empire = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_sub_realm_kingdom Iterate through all kingdoms in sub-realm any_sub_realm_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_sub_realm_title Iterate through all titles in sub-realm any_sub_realm_title = { <count=num/all> / <percent=fixed_point> <triggers> } character landed title
any_targeting_faction Iterate through all factions targeting the scoped character any_targeting_faction = { <count=num/all> / <percent=fixed_point> <triggers> } character faction
any_targeting_scheme Iterate through all schemes targeting the character any_targeting_scheme = { <count=num/all> / <percent=fixed_point> <triggers> } character scheme
any_targeting_secret Iterate through all secrets that target the specified scope any_targeting_secret = { <count=num/all> / <percent=fixed_point> <triggers> } character secret
any_traveling_family_member Iterate though all characters that should travel with the scoped one (when moving between courts for instance); includes the scoped character any_traveling_family_member = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_truce_holder Iterate through all characters that have a truce with this character any_truce_holder = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_truce_target Iterate through all characters this character has a truce with any_truce_target = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_unspent_known_secret Iterate through all unspent (not revealed/blackmailed) secrets known by the character any_unspent_known_secret = { <count=num/all> / <percent=fixed_point> <triggers> } character secret
any_vassal Iterate through all DIRECT vassals any_vassal = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_vassal_or_below Iterate through ALL vassals, not just direct vassals any_vassal_or_below = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_war_ally Iterate through all direct war allies any_war_ally = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_war_enemy Iterate through all direct war enemies any_war_enemy = { <count=num/all> / <percent=fixed_point> <triggers> } character character
attraction Attraction value for the scoped character <, <=, =, !=, >, >= character
base_weight Base weight of the scoped character base_weight > 10 <, <=, =, !=, >, >= character
can_add_hook Will trying to hook the target character override the current hook? (if no current hook, always returns true) can_add_hook = {

target = <character> type = <hook type> days/months/year = whatever (optional; will use the duration from the type if not provided) }

character
can_attack_in_hierarchy Can the scope character attack the given character based on their liege-vassal relations? character target character
can_be_child_of Would the target character have been able to have children at the time of the scoped character's birth? Only age is taken into account character target character
can_be_parent_of Would the scoped character have been able to have children at the time of the target character's birth? Only age is taken into account character target character
can_create_faction Can the character create the faction of the specified type against the specified character? can_create_faction = { type = X target = Y } character
can_execute_decision Is the scoped character able to execute the given decision? character
can_have_children Can the character have children? Only checks hard blocks from traits, not fertility can_have_children = yes/no yes/no character
can_join_activities Can the character join activities? yes/no character
can_join_faction Can the scope character join the faction? can_join_faction = faction character
can_join_or_create_faction_against Can the scope character create if join a faction against the target? can_join_or_create_faction_against = scope:faction_target

can_join_or_create_faction_against = { who = scope:faction_target faction = faction_key # optional check_in_a_faction = no # default: yes }

character target character
can_start_scheme Can the character start the given scheme against the given character? can_start_scheme = { type = X target = Y } character
character_has_commander_trait_scope_does_not Does the character have a commander trait that the scope does not? character target character
character_is_land_realm_neighbor Is the scoped character a realm neighbor of the target? Meaning they're independent or have the same liege, and border your realm. character target character
character_is_realm_neighbor Is the scoped character a realm neighbor of the target? Meaning they're independent or has the same liege, and border your realm. Including across two sea zones character target character
completely_controls Coes the character control all counties and baronies inside de jure title (no hostile occupation either)? landed title scope character landed title
completely_controls_region Does the character control all counties and baronies inside the specified region (no hostile occupation either)? character
council_task_monthly_progress Is the scoped character's monthly progress on their assigned council task this big? <, <=, =, !=, >, >= character
create_faction_type_chance Check if the chance to create a faction against a target of the scope character is is true against the scripted value create_faction_type_chance = {
   type = faction_type #An ongoing faction
   target = target_character
   value <|<=|>=|> 0

}

character
current_weight Current weight of the scoped character current_weight > 10 <, <=, =, !=, >, >= character
current_weight_for_portrait Current weight of the scoped character as a value for portraits scaled between 0.0 and 1.0 current_weight_for_portrait > 0.1 <, <=, =, !=, >, >= character
days_in_prison Number of days the character has been imprisoned for (0 if not imprisoned) <, <=, =, !=, >, >= character
days_of_continuous_peace Number of days the character has been at peace (0 if at war). Raids count as 'not peace' <, <=, =, !=, >, >= character
days_of_continuous_war Number of days the character has been at war (0 if at peace) <, <=, =, !=, >, >= character
death_reason Does the scoped character have the given death reason? death_reason = death_natural_causes character
diplomacy Does the character have the required diplomacy skill level? <, <=, =, !=, >, >= character
diplomacy_diff Does the character have the required diplomacy skill level difference against target? diplomacy = { target = character value <= script_value abs = yes/no(optional, default no) } <, <=, =, !=, >, >= character
diplomacy_for_portrait Diplomacy skill scaled between 0.0 and 1.0 for portraits <, <=, =, !=, >, >= character
diplomacy_lifestyle_perk_points How many diplomacy perk points does the character have available? <, <=, =, !=, >, >= character
diplomacy_lifestyle_perks How many diplomacy perks does the character have? <, <=, =, !=, >, >= character
diplomacy_lifestyle_xp How much diplomacy lifestyle experience does the character have? <, <=, =, !=, >, >= character
does_ai_liege_in_vassal_contract_desire_obligation_change Does the AI liege in a vassal contract desire changing an obligation level? yes/no character
does_ai_vassal_in_vassal_contract_desire_obligation_change Does the AI vassal in a vassal contract desire changing an obligation level? yes/no character
domain_limit Is the scoped character's domain limit this big? <, <=, =, !=, >, >= character
domain_limit_available Is there this much space left in the character's domain limit? Negative values also work for checking characters that are above their limit <, <=, =, !=, >, >= character
domain_limit_percentage Is the scoped character's domain this big in comparison to their limit? <, <=, =, !=, >, >= character
domain_size Is the scoped character's domain this big? <, <=, =, !=, >, >= character
dread Does the character have the required dread? <, <=, =, !=, >, >= character
dread_modified_ai_boldness AI boldness modified by the dread of the specified character dread_modified_ai_boldness = {

character = root # the character whose dread is affecting the target character value >= 5 }

character
effective_age Age of character. If immortal, age they became immortal at <, <=, =, !=, >, >= character
fertility Does the character have the required fertility? <, <=, =, !=, >, >= character
focus_progress Does the character have this much focus progress? <, <=, =, !=, >, >= character
gold GHoes the character have the required gold? <, <=, =, !=, >, >= character
government_allows Checks if the government of the character allows something character
government_disallows Checks if the government of the character disallows something character
government_has_flag Checks if the government of the character has a specific flag character
has_any_cb_on Does the scope character have any casus belli on the target character? character target character
has_any_display_cb_on Does the scope character have any casus belli on the target character that should be displayed? (Allowed to fail valid_to_start_display_regardless) character target character
has_any_focus Does the character have any focus set? yes/no character
has_any_nickname Does the scope character have a nickname? yes/no character
has_any_scripted_relation Does the scope character have any scripted relation with the target character? character target character
has_any_secret_relation Does the scope character have any secret relationship with the target character? character target character
has_any_secrets Does the character have any secrets? yes/no character
has_bad_nickname Does the scope character have a bad nickname? yes/no character
has_banish_reason Does the character have the banish reason towards the target? character target character
has_cb_on Does the scoped character have the specified casus belli on the taget character? Invalid target returns false has_cb_on = { target = X casus_belli/cb = Y } character
has_character_flag Does the character have this flag? character
has_character_modifier Does the scoped character have a given modifier? has_character_modifier = name character
has_character_modifier_duration_remaining Does the scoped character have the duration remaining on a given modifier? has_character_modifier_duration_remaining = name character
has_claim_on Does the character have a claim on the target title? landed title target character
has_council_position Does the scoped character have the given position? character
has_councillor_for_skill Does the scoped character have a councillor for the specified skill? has_councillor_for_skill = X, where X is a skill name or 'general' character
has_culture Does the character have this culture? character
has_culture_group Is the character's culture in this culture group? has_culture_group = culture_group:east_slavic_group culture group scope character culture group
has_de_jure_claim_on Does the scope character have a de jure claim against the target? character target character
has_disable_non_aggression_pacts Does the character have disabled non-aggression pacts with the target? character target character
has_divorce_reason Does the character have the divorce reason towards the target? character target character
has_dread_level_towards How scared is the scope character of the target? 0 = not intimidated, 1 = intimidated, 2 = terrified. has_dread_level_towards = {

target = X level >/</>=/<=/= Y }

character
has_dynasty Does the character have a valid dynasty? yes ("no" does not work) character
has_election_vote_of Is the target character voting for the scoped character in the election of the target title has_election_vote_of = { who = scope:actor title = primary_title } character
has_execute_reason Does the character have the execute reason towards the target? character target character
has_faith Does the character have this faith? has_faith = faith:baltic_pagan faith scope character faith
has_father does the character have a valid living father? yes/no character
has_focus Does the character have this focus? character
has_free_council_slot Does the scope character have a council position to fill? (ignoring automatically filled positions) yes/no character
has_gene Does the character have the specified gene template? Only works for morph genes. An interface trigger, can only be used in specific places has_gene = { category = X template = Y } character
has_government Checks if the character has a specific government type has_government = X

Where X is any government type (e.g. feudal_government, clan_government, tribal_government, etc.)

character
has_had_focus_for_days Has the character had a focus for the given amount of time? <, <=, =, !=, >, >= character
has_hook Does the character have a hook on the target? has_hook = <character> character scope character character
has_hook_from_secret Does the character have a hook based on the target's secret? has_hook_from_secret = scope:saved_secret character
has_hook_of_type Does the character have a hook on the target of the given type? has_hook_of_type = { target = X type = Y } character
has_imprisonment_reason Does the character have an imprisonment reason towards the target? character target character
has_inactive_trait Does the character have this trait or a trait of this trait group amongst their inactive traits? character
has_lifestyle Does the character have this lifestyle? character
has_mother Does the character have a valid living mother? yes/no character
has_nickname Does the character have this nickname? character
has_non_aggression_pact Does the character have a non-aggression pact with the target? character target character
has_non_interference Does the character have the non-interference reason towards the target? character target character
has_opinion_modifier Does the character have the specified opinion modifier on the target? has_opinion_modifier = { target = X modifier = Y } character
has_opposite_relation Does the scoped character have an opposite relationship of the relation value with the target character? target = , relation = character
has_owned_scheme Does this character own a scheme? yes/no character
has_pending_interaction_of_type Does the character have a pending interaction of the type? Only works if the scope is player-controlled. Example: has_pending_interaction = interaction_key character
has_perk Does the character have this perk? character
has_primary_title Does the character has specific title as his primary title? landed title scope character landed title
has_raid_immunity_against Is the scoped character's (top-liege) realm immune to raiding by the target due to having defeated their raid army? has_raid_immunity_against = scope:character character scope character character
has_raised_armies Does the character have raised or gathering armies? yes/no character
has_realm_law Does the scoped character have the given realm law? character
has_realm_law_flag Does the scoped character have a law with the given flag? character
has_relation_best_friend Checks for a scripted relationship with a target character character target character
has_relation_bully Checks for a scripted relationship with a target character character target character
has_relation_court_physician Checks for a scripted relationship with a target character character target character
has_relation_crush Checks for a scripted relationship with a target character character target character
has_relation_flag Does the scope character have a specific flag on a relation with the target character? target = , relation = , flag = character
has_relation_friend Checks for a scripted relationship with a target character character target character
has_relation_guardian Checks for a scripted relationship with a target character character target character
has_relation_intrigue_mentor Checks for a scripted relationship with a target character character target character
has_relation_intrigue_student Checks for a scripted relationship with a target character character target character
has_relation_lover Checks for a scripted relationship with a target character character target character
has_relation_mentor Checks for a scripted relationship with a target character character target character
has_relation_nemesis Checks for a scripted relationship with a target character character target character
has_relation_oaf Checks for a scripted relationship with a target character character target character
has_relation_potential_friend Checks for a scripted relationship with a target character character target character
has_relation_potential_lover Checks for a scripted relationship with a target character character target character
has_relation_potential_rival Checks for a scripted relationship with a target character character target character
has_relation_rival Checks for a scripted relationship with a target character character target character
has_relation_soldier_friend Checks for a scripted relationship with a target character character target character
has_relation_soulmate Checks for a scripted relationship with a target character character target character
has_relation_student Checks for a scripted relationship with a target character character target character
has_relation_victim Checks for a scripted relationship with a target character character target character
has_relation_ward Checks for a scripted relationship with a target character character target character
has_religion Does the character have this religion? has_religion = religion:buddhism_religion religion scope character religion
has_revoke_title_reason Does the character have the revoke title reason towards the target? character target character
has_same_culture_as Does the character have the same culture as the target? character target character
has_same_culture_group_as Does the character have the same culture group as the target? character target character
has_same_focus_as Does the character have the same focus as the other? character target character
has_same_government Checks if the character has the same government type as another character character target character
has_secret_relation_best_friend Checks for a secret scripted relationship with a target character character target character
has_secret_relation_bully Checks for a secret scripted relationship with a target character character target character
has_secret_relation_court_physician Checks for a secret scripted relationship with a target character character target character
has_secret_relation_crush Checks for a secret scripted relationship with a target character character target character
has_secret_relation_friend Checks for a secret scripted relationship with a target character character target character
has_secret_relation_guardian Checks for a secret scripted relationship with a target character character target character
has_secret_relation_intrigue_mentor Checks for a secret scripted relationship with a target character character target character
has_secret_relation_intrigue_student Checks for a secret scripted relationship with a target character character target character
has_secret_relation_lover Checks for a secret scripted relationship with a target character character target character
has_secret_relation_mentor Checks for a secret scripted relationship with a target character character target character
has_secret_relation_nemesis Checks for a secret scripted relationship with a target character character target character
has_secret_relation_oaf Checks for a secret scripted relationship with a target character character target character
has_secret_relation_potential_friend Checks for a secret scripted relationship with a target character character target character
has_secret_relation_potential_lover Checks for a secret scripted relationship with a target character character target character
has_secret_relation_potential_rival Checks for a secret scripted relationship with a target character character target character
has_secret_relation_rival Checks for a secret scripted relationship with a target character character target character
has_secret_relation_soldier_friend Checks for a secret scripted relationship with a target character character target character
has_secret_relation_soulmate Checks for a secret scripted relationship with a target character character target character
has_secret_relation_student Checks for a secret scripted relationship with a target character character target character
has_secret_relation_victim Checks for a secret scripted relationship with a target character character target character
has_secret_relation_ward Checks for a secret scripted relationship with a target character character target character
has_sexuality Does the character's sexuality match the scripted? (heterosexual, homosexual, bisexual, asexual, none). Characters that have yet to get a sexuality (children) have none set. character
has_strong_claim_on Does the character have a pressed claim on the target title? landed title target character
has_strong_hook Does the character have a strong hook on the target? has_strong_hook = <character> character scope character character
has_strong_usable_hook Does the character have a strong hook on the target that is not on cooldown? has_strong_usable_hook = <character> character scope character character
has_targeting_faction Is there a faction targeting the scoped character? yes/no character
has_title Does the character hold the title? landed title scope character landed title
has_trait Does the character have this trait or a trait of this trait group? character
has_trait_rank Compare the trait rank of a character to a value or other character. has_trait_rank = {
 trait = TRAIT_GROUP
 rank <=> number (can be script value) # need only one of rank or character
 character <=> character target # need only one of rank or character

} Note that not having the trait and having rank 0 count as the same thing. rank < X on its own will therefore return true for a character that does not have the trait.

character
has_trait_with_flag Does the scope character have a trait with a certain flag? has_trait_with_flag = can_not_marry character
has_truce Does the scope character have a truce with the target character? Truces are one way, which means we ask if the scope character can't attack the target character character target character
has_usable_hook Does the character have a hook on the target that isn't on cooldown has_usable_hook = <character> character scope character character
has_weak_claim_on Does the character have an unpressed claim on the target title? landed title target character
has_weak_hook Does the character have a weak hook on the target? A strong hook will *not* count. has_weak_hook = <character> character scope character character
health Does the character have the required health? <, <=, =, !=, >, >= character
highest_held_title_tier What is the highest held landed title tier of the character? <, <=, =, !=, >, >= character
highest_skill Is the skill the highest skill (excluding prowess) of the character? True if tied for highest character
holds_landed_title Is the scope character landed (holds a county or barony)? yes/no character
important_action_is_valid_but_invisible Is there an important action available to the character, but they dismissed it? important_action_is_valid_but_invisible = important_action_key character
important_action_is_visible Is there an important action shown to the character? important_action_is_visible = important_action_key character
in_activity_type Is the character in an activity of the specified type? character
in_activity_with Is the character in the same activity? character target character
in_diplomatic_range Are the scoped character and the target character within each other's diplomatic range? character target character
intrigue Does the character have the required intrigue skill level? <, <=, =, !=, >, >= character
intrigue_diff Does the character have the required intrigue skill level difference against target? intrigue = { target = character value <= script_value abs = yes/no(optional, default no) } <, <=, =, !=, >, >= character
intrigue_for_portrait Intrigue skill scaled between 0.0 and 1.0 for portraits <, <=, =, !=, >, >= character
intrigue_lifestyle_perk_points How many intrigue perk points does the character have available? <, <=, =, !=, >, >= character
intrigue_lifestyle_perks How many intrigue perks does the character have? <, <=, =, !=, >, >= character
intrigue_lifestyle_xp How much intrigue lifestyle experience does the character have? <, <=, =, !=, >, >= character
is_a_faction_leader Is the scoped character a leader of a faction? yes/no character
is_a_faction_member Is the scoped character a member of a faction? yes/no character
is_adult Is the scoped character adult? yes/no character
is_agent_exposed_in_scheme Is the scoped character an exposed agent in the target scheme? character
is_ai Is the character played by AI? yes/no character
is_alive Is the character alive? yes/no character
is_allied_in_war Is the scoped character allied to the target character in a war? character target character
is_allied_to Is the scoped character allied to the target character? character target character
is_at_home Is the character at home? yes/no character
is_at_location Is the character currently in the target province? province target character
is_at_same_location Is the character currently in the same province as the target character? character target character
is_at_war Is the character at war? Does not consider lieges' wars yes/no character
is_at_war_as_attacker Is the character at war as an attacker? Does not consider lieges' wars yes/no character
is_at_war_as_defender Is the character at war as a defender? Does not consider lieges' wars yes/no character
is_at_war_with Is the character at war with the target? Does not consider lieges' wars character target character
is_at_war_with_liege Is the character at war with their liege? yes/no character
is_attacker_in_war Is the scope character in the target war as an attacker? character
is_attracted_to_gender_of Does the sexuality of the scope character make them attracted to the target character? character target character
is_attracted_to_men Is the character attracted to men? yes/no character
is_attracted_to_women Is the character attracted to women? yes/no character
is_away_from_court Is the character away from the court? yes/no character
is_betrothed Is the scope character betrothed? yes/no character
is_causing_raid_hostility_towards Is the scoped character making the target hostile due to having raided their (top-liege's) realm? is_causing_raid_hostility_towards = scope:character character scope character character
is_character_interaction_potentially_accepted Is the character interaction specified available and potentially accepted for the target character? is_character_interaction_potentially_accepted = {
   recipient = character
   interaction = interaction_name

}

character
is_character_interaction_shown Is the character interaction specified shown for the target character? is_character_interaction_shown = {
   recipient = character
   interaction = interaction_name

}

character
is_character_interaction_valid Is the character interaction specified valid (shown and usable) for the target character? is_character_interaction_valid = {
   recipient = character
   interaction = interaction_name

}

character
is_character_window_main_character Does the local player have knowledge about the secret? An interface trigger, can only be used in specific places yes/no character
is_child_of Is the character a child of the target character? character target character
is_claimant Is the character a claimant to any landed titles? yes/no character
is_clergy Is the scoped character clergy? yes/no character
is_close_family_of Is the character a close family [parents, children, siblings, grandparents, grandchildren] of the target character? character target character
is_close_or_extended_family_of Is the character a close or extended family [parents, children, siblings, grandparents, grandchildren, cousins, uncles, aunts, nephews, nieces] of the target character? character target character
is_commanding_army Is the character commanding an army? yes/no character
is_concubine Is the scoped character a concubine? yes/no character
is_concubine_of Is the target character a concubine of the scoped character? character target character
is_consort_of Is the character a spouse or concubine of the target character? character target character
is_councillor Is the scoped character a councillor? yes/no character
is_councillor_of Is the scoped character a councillor for the specified character? character target character
is_courtier Is the scope character a courtier? yes/no character
is_courtier_of Is the scoped character a courtier of the target character? character target character
is_cousin_of Is the character a cousin of the target character? character target character
is_defender_in_war Is the scoped character in the target war as a defender? character
is_employer_of Is the target character a courtier of the scope character? character target character
is_extended_family_of Is the character extended family [cousins, uncles, aunts, nephews, nieces] of the target character? character target character
is_female Is the scoped character female? yes/no character
is_forbidden_from_scheme Is the scoped character forbidden from joining the target scheme? character
is_forced_into_faction Is the scope character forced to be part of a faction? yes/no character
is_forced_into_scheme Checks if the scope character is forced into the target scheme character
is_foreign_court_guest Is the character a guest from another a court? In contrast to is_pool_guest the character has a liege yes/no character
is_foreign_court_guest_of Is the character a guest from another a court, visiting the target character's court? In contrast to is_pool_guest_of the character has a liege character target character
is_foreign_court_or_pool_guest Is the character a guest? (is_pool_guest or is_foreign_court_guest) yes/no character
is_foreign_court_or_pool_guest_of Is the character a guest? (is_pool_guest_of or is_foreign_court_guest_of) character target character
is_grandchild_of Is the character a grandchild of the target character? character target character
is_grandparent_of Is the character a grandparent of the target character? character target character
is_great_grandchild_of Is the character a great grandchild of the target character? character target character
is_great_grandparent_of Is the character a great grandparent of the target character? character target character
is_heir_of Is the character an heir of the target [placeholder]? character target character
is_immortal Is the character immortal? yes/no character
is_imprisoned is the character imprisoned? yes/no character
is_imprisoned_by Is the scope character imprisoned by the target character? is_imprisoned_by = TARGET character target character
is_in_an_activity Checks whether the character is currently in, or has joined an activity yes/no character
is_in_army Is the character in an army (a commander or a knight)? yes/no character
is_in_civil_war Is the character at war with their liege, or one or more of their vassals? yes/no character
is_in_ongoing_great_holy_war Is the character in an ongoing (i.e. the war has started) great holy war? yes/no character
is_in_pool_at Is the character in the pool the target province is a part of province target character
is_in_prison_type Is the character imprisoned in a prison of the specified type? Accepts any static modifier (see also imprison effect). is_in_prison_type = house_arrest character
is_in_target_activity Is the scope character participating in the target activity? character
is_in_the_same_court_as Is the character in the same court as the target character (they have the same court owner or one is a courtier of the other)? character target character
is_in_the_same_court_as_or_guest Is the character in the same court as the target character (they have the same court owner or one is a courtier of the other)? Includes guests in the court. character target character
is_incapable Is the character incapable? yes/no character
is_independent_ruler Is the character an independent ruler? yes/no character
is_knight Is the scoped character a knight? yes/no character
is_knight_of Is the scoped character a knight of the target character? character target character
is_landed Is the scoped character landed (holds a county or barony)? yes/no character
is_leader_in_war Is the scoped character leading one of the sides in the target war? character
is_leading_faction_type Is the character leading a faction of the specified type? character
is_liege_or_above_of Is the scope character a liege or above of the target character? character target character
is_local_player Is the character the local player? An interface trigger, can only be used in specific places yes/no character
is_lowborn Is the character lowborn? yes/no character
is_male Is the scope character male? yes/no character
is_married Is the scope character married? yes/no character
is_nibling_of Is the character a nibling (niece/nephew) of the target character? character target character
is_normal_councillor Is the scoped character a regular councillor? yes/no character
is_obedient Is the character obedient towards the target? character target character
is_overriding_designated_winner Is the scoped character overriding the winner in the GHW they're pledged to (will put their beneficiary on the throne if they're top participant)? yes/no character
is_parent_of Is the character a parent of the target character? character target character
is_participant_in_war Is the scope character participating in the target war as an attacker or defender? character
is_performing_council_task Is the scoped character performing the given task? character
is_player_heir_of Is the scope character the player heir of the target character? character target character
is_pledged_ghw_attacker Is the scoped character a pledged attacker in the current GHW? (it's an error to check this if there's no GHW around) yes/no character
is_pool_character Is the character in the pool? (not a ruler, courtier or guest at any court) yes/no character
is_pool_guest Is the character a guest from the pool? In contrast to is_foreign_court_guest the character has no liege yes/no character
is_pool_guest_of Is the character a guest from the pool, visiting the target character's court? In contrast to is_foreign_court_guest_of the character has no liege character target character
is_powerful_vassal Is the character a powerful vassal? yes/no character
is_powerful_vassal_of Is the character a powerful vassal of the target? character target character
is_pregnant Is the character pregnant? yes/no character
is_primary_heir_of Is the character the heir of the target's primary title? character target character
is_ruler Is the scope character a ruler (holds any title)? yes/no character
is_scheming_against Checks whether the scope character is an owner or an owner agent in a scheme against the target. There are 3 possible ways to use it:
  • is_scheming_against = { target = X type = Y } limits to schemes of type Y
  • is_scheming_against = { target = X scheme_skill = Y } limits to schemes of Y skill category
  • is_scheming_against = { target = X } considers all schemes
character
is_sibling_of Is the character a sibling of the target character? character target character
is_special_councillor Is the scoped character a special councillor? yes/no character
is_spouse_of Is the character a spouse of the target character, and are both alive? character target character
is_spouse_of_even_if_dead Is the character a spouse of the target character, even if one or both are dead? character target character
is_theocratic_lessee Is the scope character a theocratic lessee (bishop)? yes/no character
is_twin_of Is the character a twin of the target character? character target character
is_unborn_child_of_concubine Is the unborn a child of a concubine? yes/no character
is_unborn_known_bastard Is the unborn a known bastard? yes/no character
is_uncle_or_aunt_of Is the character an uncle or aunt of the target character? character target character
is_valid_as_agent_in_scheme Is the scope character suitable as an agent for the target scheme? character
is_vassal_of Is the character a direct vassal of the target character? character target character
is_vassal_or_below_of Is the scoped character a vassal or below of the target character? character target character
is_visibly_fertile Is the scoped character visibly fertile, that is: not too old if a woman, not too young and has no traits blocking having children yes/no character
join_faction_chance Check the chance of the scope character to join the faction against the scripted value join_faction_chance = {
   faction = faction_target #An ongoing faction
   value <|<=|>=|> 0

}

character
join_scheme_chance Check if the chance of the scope character to join the scheme is between the given range (being min and max exclusive) join_scheme_chance = {
   scheme = scheme_target #An ongoing scheme
   max = 0
   min = -10

}

character
learning Does the character have the required learning skill level? <, <=, =, !=, >, >= character
learning_diff Does the character have the required learning skill level difference against target? learning = { target = character value <= script_value abs = yes/no(optional, default no) } <, <=, =, !=, >, >= character
learning_for_portrait Learning skill scaled between 0.0 and 1.0 for portraits <, <=, =, !=, >, >= character
learning_lifestyle_perk_points How many learning lifestyle perk points does the character have available? <, <=, =, !=, >, >= character
learning_lifestyle_perks How many learning lifestyle perks does the character have? <, <=, =, !=, >, >= character
learning_lifestyle_xp How much learning lifestyle experience does the character have? <, <=, =, !=, >, >= character
long_term_gold Does the character have the required gold? (AI category long term) <, <=, =, !=, >, >= character
martial Does the character have the required martial skill level? <, <=, =, !=, >, >= character
martial_diff Does the character have the required martial skill level difference against target? martial = { target = character value <= script_value abs = yes/no(optional, default no) } <, <=, =, !=, >, >= character
martial_for_portrait Martial skill scaled between 0.0 and 1.0 for portraits <, <=, =, !=, >, >= character
martial_lifestyle_perk_points How many martial perk points does the character have available? <, <=, =, !=, >, >= character
martial_lifestyle_perks How many martial lifestyle perks does the character have? <, <=, =, !=, >, >= character
martial_lifestyle_xp How much martial lifestyle experience does the character have? <, <=, =, !=, >, >= character
matrilinear_betrothal Is this character's betrothal matrilinear? False if there's no betrothal. yes/no character
matrilinear_marriage Is the marriage with the spouse matrilinear? yes/no character
max_military_strength Is the scoped character's max military strength this big? <, <=, =, !=, >, >= character
max_number_maa_soldiers_of_base_type Does the scope character have value amount of max soldiers of men at arms of the base type? <, <=, =, !=, >, >= character
max_number_maa_soldiers_of_type Does the scope character have value amount of max soldiers of men at arms of the type? <, <=, =, !=, >, >= character
max_number_of_concubines The maximum number of concubines a character can have max_number_of_concubines > 2 <, <=, =, !=, >, >= character
max_number_of_knights Check how many knights the scoped character can potentially have <, <=, =, !=, >, >= character
missing_unique_ancestors The amount of missing unique ancestors from the character's real father and mother Traverses the family tree for NDefines::NChildbirth::INBREEDING_ANCESTOR_GENERATIONS amount of generations. By default this means that we're traversing 62 ancestors and report the number of duplicates we find.

calc_missing_unique_ancestors > 10

<, <=, =, !=, >, >= character
monthly_character_balance Is the scoped character's monthly balance this big? <, <=, =, !=, >, >= character
monthly_character_expenses Is the scoped character's monthly expenses this big? <, <=, =, !=, >, >= character
monthly_character_income Is the scoped character's monthly income this big? <, <=, =, !=, >, >= character
num_of_bad_genetic_traits Compare the number of bad genetic traits <charater> = { num_of_bad_genetic_traits = 0 } <, <=, =, !=, >, >= character
num_of_good_genetic_traits Compare the number of good genetic traits <charater> = { num_of_good_genetic_traits >= 2 } <, <=, =, !=, >, >= character
num_of_relation_best_friend Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_bully Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_court_physician Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_crush Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_friend Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_guardian Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_intrigue_mentor Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_intrigue_student Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_lover Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_mentor Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_nemesis Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_oaf Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_potential_friend Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_potential_lover Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_potential_rival Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_rival Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_soldier_friend Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_soulmate Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_student Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_victim Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_of_relation_ward Compares the number of scripted relations a character has of the type <, <=, =, !=, >, >= character
num_sinful_traits Does the scoped character have this many virtuous traits?
  • num_virtuous_traits > 5
  • num_virtuous_traits = { value > 5 faith = scope:faith } to base it on what a specific faith considers virtuous
<, <=, =, !=, >, >= character
num_virtuous_traits Does the scoped character have this many virtuous traits?
  • num_virtuous_traits > 5
  • num_virtuous_traits = { value > 5 faith = scope:faith } to base it on what a specific faith considers virtuous
<, <=, =, !=, >, >= character
number_maa_regiments_of_base_type Does the scoped character have value amount of men at arms of the base type? <, <=, =, !=, >, >= character
number_maa_regiments_of_type Does the scoped character have value amount of men at arms of the type? <, <=, =, !=, >, >= character
number_maa_soldiers_of_base_type Does the scoped character have value amount of soldiers of men at arms of the base type? <, <=, =, !=, >, >= character
number_maa_soldiers_of_type Does the scoped character have value amount of soldiers of men at arms of the type? <, <=, =, !=, >, >= character
number_of_commander_traits Does the character have this many commander traits? <, <=, =, !=, >, >= character
number_of_commander_traits_in_common Does the character and the target have a number of commander traits in common? number_of_personality_traits_in_common = { target = X value >/</>=/<= Y } character
number_of_concubines The number of concubines the scoped character has number_of_concubines > 2 <, <=, =, !=, >, >= character
number_of_desired_concubines The number of fertile concubines the scoped character should have to not get penalties number_of_desired_concubines > 2 <, <=, =, !=, >, >= character
number_of_election_votes Check the number of votes the scoped character has in the target title number_of_election_votes = { title = scope:actor.primary_title value = 0 } <, <=, =, !=, >, >= character
number_of_fertile_concubines The number of visibly fertile concubines the scoped character has number_of_fertile_concubines > 2 <, <=, =, !=, >, >= character
number_of_knights Check how many knights the scoped character has at the moment <, <=, =, !=, >, >= character
number_of_lifestyle_traits Does the character have this many lifestyle traits? <, <=, =, !=, >, >= character
number_of_maa_regiments The number of men at arms the scoped character has <, <=, =, !=, >, >= character
number_of_opposing_personality_traits Does the character and the target have a number of opposing personality traits? number_of_opposing_personality_traits = { target = X value >/</>=/<= Y } character
number_of_opposing_traits Does the character and the target have a number of opposing traits? number_of_opposing_traits = { target = X value >/</>=/<= Y } character
number_of_personality_traits Does the character have this many personality traits? <, <=, =, !=, >, >= character
number_of_personality_traits_in_common Does the character and the target have a number of personality traits in common? number_of_personality_traits_in_common = { target = X value >/</>=/<= Y } character
number_of_powerful_vassals Does the character have a specified number of powerful vassals? <, <=, =, !=, >, >= character
number_of_traits Does the character have this many traits? <, <=, =, !=, >, >= character
number_of_traits_in_common Does the character and the target have a number of traits in common? number_of_traits_in_common = { target = X value >/</>=/<= Y } character
opinion Is the character's opinion of the target greater or equal than the value? opinion = { target = X [*value >/</>=/<= Y* or *value = { min max }* } character
owns_a_story Ćhecks whether the scope character is the owner of any currently active story yes/no character
owns_an_activity Checks whether the scope character is the owner of any currently active activity yes/no character
owns_story_of_type Does the character own a story of this type? character
patrilinear_betrothal Is this character's betrothal patrilinear? False if there's no betrothal. yes/no character
patrilinear_marriage Is the marriage with the spouse patrilinear? yes/no character
perk_points Does the character have this many perk points across all lifestyles combined? <, <=, =, !=, >, >= character
perk_points_assigned Does the character have this many perks across all lifestyles combined? <, <=, =, !=, >, >= character
perks_in_tree Does the character have this many perk points assigned to this tree? perks_in_tree = { tree = tree_key value > 5 } <, <=, =, !=, >, >= character
piety Does the character have the required piety? <, <=, =, !=, >, >= character
piety_level Does the character have the required devotion level? <, <=, =, !=, >, >= character
player_heir_position Check where the target character is in the scoped character's player heir list. player_heir_position = { target = scope:actor position = 0 } <, <=, =, !=, >, >= character
pregnancy_days How long has the character been pregnant? Counts from impregnation, not reveal <, <=, =, !=, >, >= character
prestige Does the character have the required prestige? <, <=, =, !=, >, >= character
prestige_level Does the character have the required fame level? <, <=, =, !=, >, >= character
prowess Does the character have the required prowess skill level? <, <=, =, !=, >, >= character
prowess_diff Does the character have the required prowess skill level difference against target? prowess = { target = character value <= script_value abs = yes/no(optional, default no) } <, <=, =, !=, >, >= character
prowess_for_portrait Prowess skill scaled between 0.0 and 1.0 for portraits <, <=, =, !=, >, >= character
ransom_cost What is the ransom cost of the character? <, <=, =, !=, >, >= character
realm_size Is the scoped character's top liege's realm this big (# of counties)? <, <=, =, !=, >, >= character
realm_to_title_distance_squared Is the character's realm within this distance of the title? Distance is in pixels, squared for performance reasons. realm_to_title_distance_squared = { title = some_title value > 10000 } <, <=, =, !=, >, >= character
reverse_has_opinion_modifier <=|=|>=|> X* or *value = { MIN MAX }* inclusive) character
reverse_opinion What is the target character's opinion of the scope character? opinion = { target = X value >/</>=/<= Y } character
scriptedtests_can_marry_character Can the character marry the target character? character target character
scriptedtests_dread_base Does the character have the specified natural dread? <, <=, =, !=, >, >= character
scriptedtests_gold_income Does the character have the specified tax income? <, <=, =, !=, >, >= character
scriptedtests_piety_income does the character have the specified piety income? <, <=, =, !=, >, >= character
sex_opposite_of Are the scope character and the target character of opposite sex? character target character
sex_same_as Are the scope character and the target character of the same sex? character target character
short_term_gold Does the character have the required gold? (AI category short term) <, <=, =, !=, >, >= character
should_show_disturbing_portrait_modifiers Is the character the local player? An interface trigger, can only be used in specific places yes/no character
stewardship Does the character have the required stewardship skill level? <, <=, =, !=, >, >= character
stewardship_diff Does the character have the required stewardship skill level difference against target? stewardship = { target = character value <= script_value abs = yes/no(optional, default no) } <, <=, =, !=, >, >= character
stewardship_for_portrait Stewardship skill scaled between 0.0 and 1.0 for portraits <, <=, =, !=, >, >= character
stewardship_lifestyle_perk_points How many perk points available does the character have? <, <=, =, !=, >, >= character
stewardship_lifestyle_perks How many perks from this lifestyle does the character have? <, <=, =, !=, >, >= character
stewardship_lifestyle_xp How many stewardship perk points does the character have available? <, <=, =, !=, >, >= character
stress Does the character have the required stress? <, <=, =, !=, >, >= character
stress_level Does the character have the required stress level? <, <=, =, !=, >, >= character
sub_realm_size Is the scoped character's sub-realm this big (# of counties)? <, <=, =, !=, >, >= character
target_is_liege_or_above Is the target character the liege or above the scoped character? character target character
target_is_same_character_or_above Is the target character the scoped character or above them in the vassal hierarchy? character target character
target_is_vassal_or_below Is the target character a vassal or below of the scope character? character target character
target_weight Target weight of the scoped character target_weight > 10 <, <=, =, !=, >, >= character
tier_difference What is the difference in highest held title tier between the scoped character and the target character? (-5 to 5) For example, this is true:

scope:a_baron = {

   tier_difference = {
       target = scope:a_king
       value = -3
   }

}

character
time_in_prison How long has the character been imprisoned? time_in_prison = { days/months/years =,>,< X } character
time_in_prison_type How long has the character been imprisoned with the current imprisonment type? time_in_prison_type = { days/months/years =,>,< X } character
trait_compatibility target = other character value >/</= sum of trait compatibility values character
tyranny Does the character have the required tyranny? <, <=, =, !=, >, >= character
vassal_contract_has_flag Do any of the current active obligations in the scoped character's vassal contract have the given flag? character
vassal_contract_has_modifiable_obligations Can the scoped character's contract be modified at all? That is: they have one, they use obligation levels, and are count or above yes/no character
vassal_contract_is_blocked_from_modification Has the scoped character's contract been blocked from modification by script via 'set_vassal_contract_modification_blocked'? yes/no character
vassal_contract_obligation_level_can_be_decreased Can the obligation level of the scoped character's vassal contract be decreased? character
vassal_contract_obligation_level_can_be_increased Can the obligation level of the scoped character's vassal contract be increased? character
vassal_count Does the scoped character have this many vassals (excluding barons)? <, <=, =, !=, >, >= character
vassal_limit Is the scoped character's vassal limit this big? <, <=, =, !=, >, >= character
vassal_limit_available Is there this much space left in the character's vassal limit? Negative values also work for checking characters that are above their limit <, <=, =, !=, >, >= character
vassal_limit_percentage Is the scoped character's vassal count this big in comparison to their limit? <, <=, =, !=, >, >= character
yearly_character_balance Is the scoped character's yearly balance this big? <, <=, =, !=, >, >= character
yearly_character_expenses Is the scoped character's yearly expenses this big? <, <=, =, !=, >, >= character
yearly_character_income Is the scoped character's yearly income this big? <, <=, =, !=, >, >= character
yields_alliance Checks if the character would get an alliance with the target character through such a marriage. character
any_faction_county_member Iterate through all faction county members any_faction_county_member = { <count=num/all> / <percent=fixed_point> <triggers> } faction landed title
any_faction_member Iterate through all faction character members any_faction_member = { <count=num/all> / <percent=fixed_point> <triggers> } faction character
average_faction_opinion Average opinion of all the characters of the faction scope target <, <=, =, !=, >, >= faction
average_faction_opinion_not_powerful_vassal Average opinion of the character that are not powerful vassals of the faction scope target <, <=, =, !=, >, >= faction
average_faction_opinion_powerful_vassal Average opinion of the character that are powerful vassals of the faction scope target <, <=, =, !=, >, >= faction
faction_can_press_demands Can the scoped faction press demands? yes/no faction
faction_discontent Current discontent of the faction <, <=, =, !=, >, >= faction
faction_is_at_war Is the scoped faction at war? yes/no faction
faction_is_type Is the faction of this type? faction
faction_power Current power of the faction. Uses percentages as whole numbers. faction_power >= 80 <, <=, =, !=, >, >= faction
faction_power_threshold Current power threshold of the faction <, <=, =, !=, >, >= faction
has_special_character Does the faction have a special character assigned? yes/no faction
has_special_title Does the faction have a special title assigned? yes/no faction
number_of_faction_members_in_council Current number of faction members in faction <, <=, =, !=, >, >= faction
any_war_attacker Iterate through all attackers in the war any_war_attacker = { <count=num/all> / <percent=fixed_point> <triggers> } war character
any_war_defender Iterate through all defenders in the war any_war_defender = { <count=num/all> / <percent=fixed_point> <triggers> } war character
any_war_participant Iterate through all participants in the war any_war_participant = { <count=num/all> / <percent=fixed_point> <triggers> } war character
attacker_war_score Compares the attacker war score <, <=, =, !=, >, >= war
days_since_max_war_score Number of days since the war score has been at max (+100 or −100). Returns -1 if the war score is not +100 or −100 <, <=, =, !=, >, >= war
defender_war_score Compares the defender war score <, <=, =, !=, >, >= war
has_valid_casus_belli Does the war interaction still have a valid casus belli? (Those should be automatically removed on daily tick, but can exist for a tick) yes/no war
is_attacker Is the target character in the scope war as an attacker? character target war
is_civil_war Check if the scope war is a civil war or not yes/no war
is_defender Is the target character in the scoped war as a defender? character target war
is_participant Is the target character participating in the scope war as either an attacker or defender? character target war
is_war_leader Is the target character leading one of the sides in the scoped war? character target war
is_white_peace_possible Check if the scoped war's CB allows white peace (is_white_peace_possible = yes) yes/no war
using_cb Is the scope war using the specified CB? using_cb = religious_war war
war_contribution Checks how much a character has contributed to the scoped war war_contribution = {

target = some character value > 5 }

war
war_days Compares the number of days the war has gone on for <, <=, =, !=, >, >= war
was_called Has the target character been called to the scope war already? character target war
any_defensive_great_holy_wars Iterate through all great holy wars this faith is defending against any_defensive_great_holy_wars = { <count=num/all> / <percent=fixed_point> <triggers> } faith great holy war
any_faith_holy_order Iterate through all holy orders of the faith any_faith_holy_order = { <count=num/all> / <percent=fixed_point> <triggers> } faith holy order
any_holy_site Iterate through all holy site baronies of a faith any_holy_site = { <count=num/all> / <percent=fixed_point> <triggers> } faith landed title
controls_holy_site Does the faith control a holy site? controls_holy_site = key_of_holy_site faith
controls_holy_site_with_flag Does the faith control a holy site with the given flag? controls_holy_site_with_flag = some flag faith
estimated_faith_strength How strong is the scoped faith? *Expensive*, if you're gonna use the value repeatedly, save it to a scope first! This is scaled by a factor of 1000, so '1' means 1000 men. This is due to the cap of ~2 million, which would be too low in many cases <, <=, =, !=, >, >= faith
faith_hostility_level What is the faith's hostility level towards the target faith? faith_hostility_level { target = scope:some_faith value > 1 }

The levels are

  • 0 righteous
  • 1 astray
  • 2 hostile
  • 3 evil
<, <=, =, !=, >, >= faith
faith_hostility_level_comparison Compares the scoped faith's hostility level towards two other faiths. faith_hostility_level_comparison { faith1 > faith2 } faith
fervor What is the faith's fervor? <, <=, =, !=, >, >= faith
has_allowed_gender_for_clergy Is the target character of the allowed gender to be clergy of the faith? character target faith
has_doctrine Does the given faith have the given doctrine? has_doctrine = doctrine_key faith
has_doctrine_parameter Does the given faith have the given doctrine parameter? Can only check for bool parameters. has_doctrine_parameter = parameter_key faith
has_dominant_ruling_gender Is the target character's gender of the dominant gender of the faith? True if there's no dominant gender character target faith
has_graphical_faith Does the faith have this graphical faith? <faith> = { has_graphical_faith = orthodoxgfx } faith
has_icon Does the faith have the given icon? has_icon = some_cool_custom_icon faith
has_preferred_gender_for_clergy Is the target character of the preferred gender to be clergy of the faith? character target faith
holy_sites_controlled How many holy sites does the faith control? holy_sites_controlled > 1 <, <=, =, !=, >, >= faith
num_character_followers How many characters follow the scoped faith? num_character_followers > 0 <, <=, =, !=, >, >= faith
num_county_followers How many counties follow the scoped faith? num_county_followers > 0 <, <=, =, !=, >, >= faith
religion_tag Checks the tag of the religion of the current faith religion_tag = christianity_religion faith
trait_is_sin Does the scoped faith consider the given trait sinful? trait_is_sin = lustful faith
trait_is_virtue Does the scoped faith consider the given trait virtuous? trait_is_virtue = lustful faith
any_secret_knower Iterate through all characters who know the scoped secret any_secret_knower = { <count=num/all> / <percent=fixed_point> <triggers> } secret character
any_secret_participant Iterate through participants in a secret any_secret_participant = { <count=num/all> / <percent=fixed_point> <triggers> } secret character
can_be_exposed_by Can the scope secret be exposed by the target character? can_be_exposed_by = target character target secret
is_criminal_for Is this secret criminal for the target participant? is_criminal_for = <character> character scope secret character
is_known_by Is the scoped secret known by the target character? character target secret
is_shunned_for Is this secret shunned for the target participant? is_shunned_for = <character> character scope secret character
is_shunned_or_criminal_for Is this secret shunned or criminal for the target participant? is_shunned_or_illegal_for = <character> character scope secret character
is_spent_by Has the scoped secret been spent by the target character? is_spent_by = target character target secret
local_player_knows_this_secret Does the local player know about the secret? An interface trigger, can only be used in specific places yes/no secret
same_secret_type_as Is the scoped secret of the same type as the target secret? same_secret_type_as = scope:some_secret secret
secret_type Is the scoped secret of the specified type? secret
available_loot How much gold is available to loot for raiding armies? available_loot >= 7 <, <=, =, !=, >, >= province
building_slots How many building slots exist (including occupied ones)? building_slots > 3 <, <=, =, !=, >, >= province
combined_building_level How many levels of normal buildings are there? Duchy and such buildings do not count. Building under construction does not count. The capital building does count combined_building_level > 10 <, <=, =, !=, >, >= province
fort_level Compares the fort level of a province <, <=, =, !=, >, >= province
free_building_slots How many free building slots exist? A building under construction is considered to be taking a slot free_building_slots > 3 <, <=, =, !=, >, >= province
geographical_region Checks if a province is in a certain geographical region province
has_building Does the scoped province have a particular building? has_building = temple_01 province
has_building_or_higher Does the scoped province have a particular building or one of its upgrades? has_building_or_higher = temple_01 province
has_building_with_flag Does the scoped province have a building with a certain flag?
  • has_building_with_flag = { flag = temple count >= 2 }
  • has_building_with_flag = temple # count >= 1
province
has_construction_with_flag Does the scoped province have a construction of a building with the specified flag? has_construction_with_flag = temple province
has_free_building_slot Does the scoped province have a free building slot? has_free_building_slot = yes yes/no province
has_holding_type Does the scope province have a holding of particular type? has_holding_type = castle_holding province
has_ongoing_construction Does the scoped province have a construction ongoing? has_ongoing_construction = yes yes/no province
has_province_modifier Does the scoped province have a given modifier? has_province_modifier = name province
has_province_modifier_duration_remaining Does the scoped province have the duration remaining on a given modifier? has_province_modifier_duration_remaining = name province
has_special_building Does the province (holding) have a special building? yes/no province
has_special_building_slot Does the province (holding) have a special building slot? yes/no province
is_coastal is the province a coastal province? yes/no province
is_county_capital Is the province the county capital? yes/no province
monthly_income Check the income of the scoped province monthly_income > 10 <, <=, =, !=, >, >= province
num_buildings How many normal buildings are there? Duchy and such buildings do not count. A building under construction does count num_buildings > 3 <, <=, =, !=, >, >= province
number_of_characters_in_pool Check the number of characters in the pool the scoped province is a part of <, <=, =, !=, >, >= province
terrain Checks if a province is of a specific terrain type province
any_leased_title Iterate through all titles leased to the scoped holy order any_leased_title = { <count=num/all> / <percent=fixed_point> <triggers> } holy order landed title
num_leased_titles How many holdings the holy order has under lease <, <=, =, !=, >, >= holy order
activity_has_been_activated Is the activity activated? yes/no activity
any_activity_declined Iterate through all characters who declined an activity invite to a specific activity any_activity_declined = { <count=num/all> / <percent=fixed_point> <triggers> } activity character
any_activity_invited Iterate through all characters who have unanswered invites to a specific activity any_activity_invited = { <count=num/all> / <percent=fixed_point> <triggers> } activity character
any_participant Iterate through all participants in an activity any_participant = { <count=num/all> / <percent=fixed_point> <triggers> } activity character
is_target_participating Is the target character participating in the scoped activity? character target activity
number_of_participants The number of activity participants (including the owner) <, <=, =, !=, >, >= activity
any_target_title Iterate through all casus belli's target titles any_target_title = { <count=num/all> / <percent=fixed_point> <triggers> } casus belli landed title
army_is_moving Is this army moving? yes/no army
army_max_size What is this army's max size? <, <=, =, !=, >, >= army
army_size what size is this army? <, <=, =, !=, >, >= army
is_army_in_combat Is the scoped army in combat? yes/no army
is_army_in_raid Is the scoped army in a raid (this includes a raid interrupted by combat)? yes/no army
is_army_in_siege Is the scoped army in a siege (this includes a siege interrupted by combat)? yes/no army
is_army_in_siege_relevant_for Is the scoped army in a siege that is relevant to the target character? is_army_in_siege_relevant_for = scope:character character scope army character
is_raid_army Is the scoped army a raid army? yes/no army
raid_loot How much raid loot is the army carrying? <, <=, =, !=, >, >= army
building_garrison The amount of garrison in a county or province from buildings levies > 100 <, <=, =, !=, >, >= landed title, province
building_levies The amount of levies in a county or province from buildings levies > 100 <, <=, =, !=, >, >= landed title, province
squared_distance How far away is the province/barony/county from the target? Measured in map pixels. Squared for performance reasons (square root is expensive). squared_distance = { target = some province/barony/county value > 10000 } <, <=, =, !=, >, >= landed title, province
add_to_temporary_list Saves a temporary target for use during the trigger execution This is used to build lists in triggers.

If used within an any-trigger, placement within the trigger is quite important. The game will iterate through every instance of the any-trigger until it finds a single instance that fulfills the requirements, and then it will stop. In order to add every instance of a scope that fulfills certain conditions, use "count = all" while also placing this "effect" at the very end of the any-trigger (so that every condition is evaluated for every iteration).

none
any_barony Iterate through all baronies in the game any_barony = { <count=num/all> / <percent=fixed_point> <triggers> } none landed title
any_county Iterate through all counties in the game any_county = { <count=num/all> / <percent=fixed_point> <triggers> } none landed title
any_county_in_region Iterate through all counties in the region. Put 'region = region_name' inside it any_county_in_region = { <count=num/all> / <percent=fixed_point> <triggers> } none landed title
any_duchy Iterate through all duchies in the game any_duchy = { <count=num/all> / <percent=fixed_point> <triggers> } none landed title
any_empire Iterate through all empires in the game any_empire = { <count=num/all> / <percent=fixed_point> <triggers> } none landed title
any_in_global_list Iterate through all items in global list. list = name or variable = name any_in_global_list = { <count=num/all> / <percent=fixed_point> <triggers> } none
any_in_list Iterate through all items in list. list = name or variable = name any_in_list = { <count=num/all> / <percent=fixed_point> <triggers> } none
any_in_local_list Iterate through all items in local list. list = name or variable = name any_in_local_list = { <count=num/all> / <percent=fixed_point> <triggers> } none
any_independent_ruler Iterate through independent rulers of count tier or above any_independent_ruler = { <count=num/all> / <percent=fixed_point> <triggers> } none character
any_kingdom Iterate through all kingdoms in the game any_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> } none landed title
any_living_character Iterate through all living characters any_living_character = { <count=num/all> / <percent=fixed_point> <triggers> } none character
any_player Iterate through all player characters any_player = { <count=num/all> / <percent=fixed_point> <triggers> } none character
any_pool_character Iterate through all characters in the pool of the given province any_pool_character = { <count=num/all> / <percent=fixed_point> <triggers> } none character
any_province Iterate through all provinces (skips non-land and impassable provinces) any_province = { <count=num/all> / <percent=fixed_point> <triggers> } none province
any_religion_global Iterate through all religions in the game any_religion_global = { <count=num/all> / <percent=fixed_point> <triggers> } none religion
any_ruler Iterate through all rulers of count tier or above any_ruler = { <count=num/all> / <percent=fixed_point> <triggers> } none character
assert_if Conditionally cause an assert during run time assert_if = { limit = { X } text = Y }, where X is a trigger and Y is an optional string none
assert_read Conditionally cause an assert during read time assert_read = X, where X is yes or the string to be printed in the assert none
calc_true_if Returns true if the specified number of sub-triggers return true calc_true_if = { amount = 2 <trigger> <trigger> <trigger> } none
can_start_tutorial_lesson Can the specified tutorial lesson be started? can_start_tutorial_lesson = reactive_advice_succession

An interface trigger, can only be used in specific places

none
current_computer_date Compare the current computer date. An interface trigger, can only be used in specific places <, =, > valid date none
current_computer_date_day Compare the current computer day. An interface trigger, can only be used in specific places <, <=, =, !=, >, >= none
current_computer_date_month Compare the current computer month. An interface trigger, can only be used in specific places <, <=, =, !=, >, >= none
current_computer_date_year Compare the current computer year. An interface trigger, can only be used in specific places <, <=, =, !=, >, >= none
current_date Compare the current ingame date. <, =, > valid date none
current_month Compare the current ingame month (1..12) <, <=, =, !=, >, >= none
current_tooltip_depth What is number of tooltips open rigth now? An interface trigger, can only be used in specific places <, <=, =, !=, >, >= none
custom_description Wraps triggers that get a custom description instead of the auto-generated one custom_description = {

text = <trigger_localization_key> subject = <optional subject scope> #defaults to current scope object = <optional object scope> value = <optional script value> ... triggers ... }

none
custom_tooltip Replaces the tooltips for the enclosed triggers with a custom text custom_tooltip = {

text = <text> <trigger> }

none
debug_only Checks if the game is in debug mode or not. yes/no none
exists Checks whether the specified socope target exists (check for not being the null object) exists = from.owner.var:cool_var.mother none
game_start_date Compare the date of the bookmarked game launched. <, =, > valid date none
global_variable_list_size Checks the size of a variable list variable_list_size = { name = X value >= Y }
  • X is the name of the variable
  • Y is a script value or number
none
has_dlc Does the host have this DLC? none
has_game_rule Is the given game rule setting enabled? has_game_rule = faster_conversion none
has_global_variable Checks whether the current scope has the specified variable set has_variable = name none
has_global_variable_list Checks whether the current scope has the specified variable list set has_variable_list = name none
has_local_variable Checks whether the current scope has the specified variable set has_variable = name none
has_local_variable_list Checks whether the current scope has the specified variable list set has_variable_list = name none
has_map_mode Checks if the current map mode is the specified one has_map_mode = realms

An interface trigger, can only be used in specific places

none
has_multiple_players Does the game have at least two players currently connected? yes/no none
has_variable Checks whether the current scope has the specified variable set has_variable = name none
has_variable_list Checks whether the current scope has the specified variable list set has_variable_list = name none
has_war_result_message_with_outcome Is there a war result message with the specified outcome? has_war_result_message_with_outcome = victory/defeat/white_peace/invalidated/any

An interface trigger, can only be used in specific places

none
is_bad_nickname Is the nickname bad? none
is_frontend_character_selected is the specified front end character selected (also can be used with "= yes" and "= no")? An interface trigger, can only be used in specific places none
is_game_view_open is the specified in-game view open? An interface trigger, can only be used in specific places none
is_gamestate_tutorial_active Is the gamestate tutorial active? See save_progress_in_gamestate in tutorial_lesson_chains documentation. An interface trigger, can only be used in specific places yes/no none
is_in_list Checks if a target in in a list none
is_player_selected is the player playing a character? An interface trigger, can only be used in specific places yes/no none
is_target_in_global_variable_list Checks if a target is in a variable list is_target_in_variable_list = { name = X target = Y }
  • X is the name of the variable
  • Y is an event target
none
is_target_in_local_variable_list Checks if a target is in a variable list is_target_in_variable_list = { name = X target = Y }
  • X is the name of the variable
  • Y is an event target
none
is_target_in_variable_list Checks if a target is in a variable list is_target_in_variable_list = { name = X target = Y }
  • X is the name of the variable
  • Y is an event target
none
is_tooltip_with_name_open Is the tooltip with the specified name open? An interface trigger, can only be used in specific places none
is_tutorial_active Is the tutorial active? An interface trigger, can only be used in specific places yes/no none
is_tutorial_lesson_active Is this the current tutorial lesson? is_tutorial_lesson_active = reactive_advice_succession

An interface trigger, can only be used in specific places

none
is_tutorial_lesson_chain_completed Has the tutorial lesson chain with the specified key been finished? An interface trigger, can only be used in specific places none
is_tutorial_lesson_completed has the tutorial lesson with the specified name been finished? An interface trigger, can only be used in specific places none
is_tutorial_lesson_step_completed Has the tutorial lesson step been finished? is_tutorial_lesson_step_completed = lesson_key:step_key

An interface trigger, can only be used in specific places

none
is_war_overview_tab_open is the war overview open at a specified tab (victory, defeat, white_peace)? An interface trigger, can only be used in specific places none
is_widget_open is the widget with the specified name open? Separting strings with dots will search for specific children of children e.g. appa.foo vs baz.foo

An interface trigger, can only be used in specific places

none
list_size Checks the size of a list list_size = { name = X value >= Y }
  • X is the name of the list
  • Y is a script value
<, <=, =, !=, >, >= none
local_variable_list_size Checks the size of a variable list variable_list_size = { name = X value >= Y }
  • X is the name of the variable
  • Y is a script value or number
none
monarchs_journey_unlock An interface trigger, can only be used in specific places none
release_only Checks if the game is in release mode or not. yes/no none
save_temporary_scope_as Saves a temporary target for use during the trigger execution none
save_temporary_scope_value_as Saves a numerical or bool value as an arbitrarily-named temporary target to be referenced later in the same effect save_temporary_scope_value_as = { name = <string> value = x } none
scripted_tests Checks if the game is currently running scripted tests. yes/no none
time_of_year Check if the current date is within the bounds time_of_year = {
   min = 11.1 # default: beginning of year
   max = 2.29 # default: end of year

} Dates are formatted as "<month>.<day>" or just "<month>". The check includes the min and max dates. min can be larger than max, in this case we wrap around to the next year (i.e., February is between October and March).

none
variable_list_size Checks the size of a variable list variable_list_size = { name = X value >= Y }
  • X is the name of the variable
  • Y is a script value or number
none
weighted_calc_true_if Returns true if the sum of weights of fulfilled sub-triggers amount to the specified sum weighted_calc_true_if = { amount = 10 5 = { <trigger> } 15 = { <trigger> } 7 = { <trigger> } } none
years_from_game_start How many years it has been since the start of the game years_from_game_start > 5 <, <=, =, !=, >, >= none
in_color_list Check if the scoped color is part of the given color list color
is_color Check if the scoped color is the same as another color. The right hand side can be either a hex, rgb, or hsv color, or a named color, or another color scope. color
any_side_commander Iterate through all commanders (the commanders of every army on the side, not just the one leading the battle) any_side_commander = { <count=num/all> / <percent=fixed_point> <triggers> } combat side character
any_side_knight Iterate through all knights any_side_knight = { <count=num/all> / <percent=fixed_point> <triggers> } combat side character
has_maa_of_type Does this combat side have at least one regiment of men at arms of the given type? has_maa_of_type = onager combat side
is_combat_side_attacker Was the combat side the attacker? yes/no combat side
is_combat_side_pursuing Is this side the winner of the combat? yes/no combat side
is_combat_side_retreating Is this side defeated in the combat? yes/no combat side
side_soldiers How many soldiers does this side have still fighting? <, <=, =, !=, >, >= combat side
side_strength How strong is this side (based on soldiers still fighting)? Scaled down by a factor of 1000 so it doesn't get too large to do math on <, <=, =, !=, >, >= combat side
any_pledged_attacker Iterate through all pledged attackers within a great holy war any_pledged_attacker = { <count=num/all> / <percent=fixed_point> <triggers> } great holy war character
any_pledged_defender Iterate through all pledged defenders within a great holy war any_pledged_defender = { <count=num/all> / <percent=fixed_point> <triggers> } great holy war character
days_until_ghw_launch How many days is it until the given GHW launches? <, <=, =, !=, >, >= great holy war
ghw_attackers_strength What is the max (if all levies were fully reinforced) military strength of the pledged attackers in the given hreat holy war? <, <=, =, !=, >, >= great holy war
ghw_defenders_strength What is the max (if all levies were fully reinforced) military strength of the pledged defenders in the given great holy war? <, <=, =, !=, >, >= great holy war
has_forced_defender Is the target character forced to be a defender in the given great holy war? character scope great holy war character
has_pledged_attacker Is the target character pledged as an attacker in the given great holy war? character scope great holy war character
has_pledged_defender Is the target character pledged as a defender in the given great holy war? character scope great holy war character
is_directed_ghw Is the scoped GHW a directed GHW? yes/no great holy war
war_chest_gold How much gold is in the great holy war's war chest? <, <=, =, !=, >, >= great holy war
war_chest_piety How much piety is in the great holy war's war chest? <, <=, =, !=, >, >= great holy war
war_chest_prestige How much prestige is in the great holy war's war chest? <, <=, =, !=, >, >= great holy war
year Current in-game year. Please, beware that "year = 700" would mean "It is 700 AD or later". If you want to set a specific year, you have to use a specific combination. Here the example to trigger the year 1066 only.
 AND = {
   year = 1066
   NOT = { year = 1067 }
 }
year = <integer value> = (unknown)