コンソールコマンド
このページでは、コンソールウィンドウに入力できるコードの一覧を示します。コンソールウィンドウは特別なデバッグウィンドウで、デバッグモードのときにShift+2、Alt+2+1、Shift+3、§、~、^、²、または`(キーはキーボードレイアウトによって異なります)を押すとアクセスできます。QWERTYキーボードの場合、キーは`です。訳者注:Windowsの日本語キーボード環境においてはエスケープキーの下にある半角/全角漢字キーを押してください。[1]それ以外の場合は、上記の組み合わせが機能しなかった場合に、Shift+Alt+Cが機能することがあります。上矢印キーまたは下矢印キーを押して、前に実行したコマンドに移動します。多くのコードは、コマンドを再度繰り返すことによってオフにすることができますが、保存の再読み込みやゲームの終了が必要になる場合もあります。
キャラクターIDは、デバッグモードを有効にした時にキャラクターの上にカーソルを置くと表示されます。
※Linuxでは、現在コンソールウィンドウが非表示になるバグがありますが、ボタンを押すことはできます(バージョン1.1.3時点)。[2]
デバッグモード
デバッグモードは、ゲーム内のツールのセットで、通常はユーザからは見えません。これを使い、ユーザーは通常の手段を超えてゲームの動作を変更できます。デバッグモードには、次のツールが含まれます。
- コンソールウィンドウ(ユーザがコンソールコマンドを入力するためのもの)
- デバッグメニュー(ポートレートエディタ、GUIエディタ、微調整メニュー、その他いろいろが含まれます)
- デバッグ情報
- インタラクション(対話型)デバッグ(ユーザーは即座に意見を変えたり、投獄したり、その他いろいろなことができます)
- コントロール(Ctrl)キーを押しながらポートレートをクリックすると、キャラクターをコントロールできます。 オルト(Alt)キーを押しながらクリックすると、キャラクターを殺すことができます。
- 変更されたファイル(Modも含む)を自動的にメモリーに再ロードするファイル監視機構。
デバッグモードを有効にする
ゲームの起動時にデバッグモードを有効にする必要があります。コンソールウィンドウで無効にすることもできます。
Steam
デバッグモードでゲームを開始するには、Steam内で右クリックしてゲームのプロパティを設定し、一般タブを開き、起動オプションに-debug_modeを追加します[3]。ゲームをリスタートする必要があります。
Steamを使わない
また、Steamを使用せずに、CK3のインストールフォルダに移動し、CK3のアプリケーション[4]を右クリックメニューから「ショートカットを作成」を選択してショートカットを作成することで、ゲームをデバッグモードで起動することもできます。新しいショートカットを右クリックし、プロパティを選択します。「ショートカット」 タブで 「リンク先」を表示し、そのテキストの最後に空白を1文字[5]とその後ろに-debug_modeを追加し、「適用」 をクリックします。このショートカットを使用してゲームを起動すると、デバッグモードが有効になります。
Xboxゲームパス
Xboxゲームパス版/Windows 10ストア版では、通常のショートカットを作成できないため、ゲームを開くたびにコマンドプロンプトで次のコマンドを実行する必要があります。
start shell:AppsFolder\ParadoxInteractive.ProjectTitus_zfnrdv2de78ny!App -debug_mode
毎回コマンドプロンプトを実行したくない場合は、上記のコマンドを実行するバッチ (.bat) ファイルを作成し、デスクトップから実行できます。 Windows 10で単純なバッチファイルを作成するには、次の手順に従います。
- スタートボタンを押す
- メモ帳を検索し、一番上の結果をクリックしてアプリを起動する。
- 前述のコマンドを貼り付けます。
- ファイルメニューをクリック
- 保存をクリックするかCTRL + SHIFT + Sを押して保存処理をする。
- スクリプトの名前を入力、例えば"ck3debug.bat"など。名前は何でも良いですが、.batで終わるようにしてください。
- デスクトップを保存先にする
- 保存をクリックして実行!
デバッグモードを無効にする
実績を有効にするには、デバッグモードを完全に無効にする必要があります(コンソール・ウィンドウだけでなく)。
Steam
デバッグモードを無効にするには、Steam内で右クリックしてゲームのプロパティを設定し、一般タブを開き、起動オプションから-debug_modeを削除します[6]ゲームをリスタートする必要があります。
デバッグ情報
デバッグモードを有効にすると、キャラクター、インタラクション、イベントに通常のゲームプレイ中は表示されないデバッグ情報が表示されます。
チート
Cheatはコンソール・コマンドであり、単独のテスト目的ではなく、不公正な利点を与えるために使用できます。スクリプトコマンドとは異なります。デバッグウィンドウを開いた状態でTabキーを押すとコマンドの一覧が表示され、選択したコマンドを入力した後でもう一度タブ(Tab)キーを押すと、そのコマンドで使用できるパラメータがデバッグウィンドウに表示されます
コマンド | 効果 | パラメーター | 例 |
---|---|---|---|
age | [キャラクターID]に[数値]分の年齢を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します | [数値] [キャラクターID] | age 20 |
add_claim | [タイトルID]への請求権を[キャラクターID]に追加します | [称号ID] [キャラクターID] | add_claim e_hre |
add_doctrine | [教義ID]を[宗派ID]に追加します。宗派が指定されていない場合はプレイヤーの宗派に追加されます。tabキーを押すことですべての教義IDを閲覧できます | [教義ID] [宗派ID] | add_doctrine doctrine_pluralism_fundamentalist catholic |
add_dread | [キャラクターID]に[数値]分の恐怖を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します | [数値] [キャラクターID] | add_dread 100 |
add_maa | [キャラクターID]に[連隊ID]の常備軍を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。tabキーを押すことですべての連隊IDを閲覧できます | [連隊ID] [キャラクターID] | add_maa bowmen |
add_perk | [キャラクターID]に[パークID]を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。tabキーを押すことですべてのパークIDを閲覧できます | [パークID] [キャラクターID] | add_perk thoughtful_perk |
add_piety | プレイヤーキャラクターの信仰点に[数値]分の値を追加します。数値の指定がない場合は1000付与されます | [数値] | add_piety 9000 |
add_prestige | プレイヤーキャラクターの威信点に[数値]分の値を追加します。負の値の場合には減算します。数値の指定がない場合は1000付与されます | [数値] | add_prestige 16000 |
add_realm_law | [キャラクターID]の領国で[法律ID]を可決させます。キャラクターの指定がない場合はプレイヤーキャラクターの領国が対象となります。tabキーを押すことですべての法律IDを閲覧できます | [法律ID] [キャラクターID] | add_realm_law crown_authority_3 |
add_realm_law_skip_effects | [キャラクターID]の領国に[法律ID]を付与します。キャラクターの指定がない場合はプレイヤーキャラクターの領国が対象となります。tabキーを押すことですべての法律IDを閲覧できます | [法律ID] [キャラクターID] | add_realm_law_skip_effects crown_authority_3 |
add_relation | [キャラクターID]と[キャラクターID]の間に[関係ID]を付与します。キャラクターが一人しか指定されていない場合は、プレイヤーキャラクターがもう一方の対象となります | [関係ID] [キャラクターID] | add_relation friend 1234 |
add_secret | プレイヤーキャラクターに[秘密ID]を付与します。tabキーを押すことですべての秘密IDを閲覧できます | [秘密ID] | add_secret secret_witch |
add_stress | [キャラクターID]に[数値]分のストレスを付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します | [数値] [キャラクターID] | add_stress 50 |
add_title_law | [称号ID]に[継承法ID]を付与します | [称号ID] [法律ID] | add_title_law e_hre feudal_elective_succession_law |
add_trait | [キャラクターID]に[特性ID]を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。tabキーを押すことですべての特性IDを閲覧できます | [特性ID] [キャラクターID] | add_trait witch |
add_lifestyle_xp_all | [キャラクターID]に[数値]分の全ライフスタイルの経験値を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値の指定がない場合は1000付与されます | [数値] [キャラクターID] | add_lifestyle_xp_all 2000 |
add_diplomacy_lifestyle_xp | [キャラクターID]に[数値]分の外交ライフスタイルの経験値を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値の指定がない場合は1000付与されます | [数値] [キャラクターID] | add_diplomacy_lifestyle_xp 2000 |
add_martial_lifestyle_xp | [キャラクターID]に[数値]分の軍事ライフスタイルの経験値を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値の指定がない場合は1000付与されます | [数値] [キャラクターID] | add_martial_lifestyle_xp 2000 |
add_stewardship_lifestyle_xp | [キャラクターID]に[数値]分の管理ライフスタイルの経験値を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値の指定がない場合は1000付与されます | [数値] [キャラクターID] | add_stewardship_lifestyle_xp 2000 |
add_intrigue_lifestyle_xp | [キャラクターID]に[数値]分の策略ライフスタイルの経験値を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値の指定がない場合は1000付与されます | [数値] [キャラクターID] | add_intrigue_lifestyle_xp 2000 |
add_learning_lifestyle_xp | [キャラクターID]に[数値]分の学識ライフスタイルの経験値を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値の指定がない場合は1000付与されます | [数値] [キャラクターID] | add_learning_lifestyle_xp 2000 |
change_culture | [伯爵領ID]の文化を[文化ID]に変更します | [伯爵領ID] [文化ID] | change_culture 496 swedish |
change_development_level | [伯爵領ID]に[数値]分の開発度を付与します。伯爵領が指定されていない場合はプレイヤーキャラクターの首都が対象となります。数値が負の場合は減算します | [数値] [伯爵領ID] | change_development_level 100 496 |
change_fervor | [宗派ID]に[数値]分の情熱を付与します。宗派が指定されていない場合はプレイヤーキャラクターの宗派が対象となります。数値が負の場合は減算します。数値の指定がない場合は10付与されます | [数値] [宗派ID] | change_fervor 100 catholic |
change_diplomacy | [キャラクターID]に[数値]分の外交能力を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します | [数値] [キャラクターID] | change_diplomacy 16 |
change_martial | [キャラクターID]に[数値]分の軍事能力を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します | [数値] [キャラクターID] | change_martial 16 |
change_stewardship | [キャラクターID]に[数値]分の管理能力を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します | [数値] [キャラクターID] | change_stewardship 16 |
change_intrigue | [キャラクターID]に[数値]分の策略能力を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します | [数値] [キャラクターID] | change_intrigue 16 |
change_learning | [キャラクターID]に[数値]分の学識能力を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します | [数値] [キャラクターID] | change_learning 16 |
change_prowess | [キャラクターID]に[数値]分の武勇能力を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します | [数値] [キャラクターID] | change_prowess 16 |
clear_character_modifiers | [キャラクターID]のすべての補正を削除します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります | [キャラクターID] | clear_character_modifiers |
clear_title_laws | [称号ID]のすべての継承法を削除します | [称号ID] | clear_title_laws e_hre |
clear_traits | [キャラクターID]のすべての特性を削除します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります | [キャラクターID] | clear_traits |
discover_all_eras | [キャラクターID]の文化にすべての革新性を発見させます。キャラクターの指定がない場合はプレイヤーキャラクターの文化が対象となります | [キャラクターID] | discover_all_eras |
discover_era | プレイヤーキャラクターの文化に[時代ID]とその時代のすべての革新性を発見させます。tabキーを押すことですべての時代IDを閲覧できます。指定がない場合は現在の時代が対象となります | [時代ID] | discover_era culture_era_early_medieval |
discover_fascination | [キャラクターID]の文化に現在のfascinationを発見させます。キャラクターの指定がない場合はプレイヤーキャラクターの文化が対象となります | [キャラクターID] | discover_fascination |
discover_innovation | [キャラクターID]の文化に[革新性ID]を発見させます。キャラクターの指定がない場合はプレイヤーキャラクターの.tabキーを押すことですべての革新性IDを閲覧できます | [革新性ID] [キャラクターID] | discover_innovation innovation_motte |
dynasty_prestige | [王朝ID]に[数値]分の名誉を付与します。王朝が指定されていない場合はプレイヤーキャラクターの王朝が対象となります。数値が負の場合は減算します。数値の指定がない場合は1000付与されます | [数値] [王朝ID] | dynasty_prestige 100000 |
end_schemes | プレイヤーキャラクターを対象とするすべての計画が放棄されます | なし | end_schemes |
event | [イベントID]を発生させます | [イベントID] | event lifestyle_nicknames.0001 |
gain_all_dynasty_perks | [キャラクターID]の王朝がすべての王朝の遺産を獲得します。キャラクターの指定がない場合はプレイヤーキャラクターの王朝が対象となります | [キャラクターID] | gain_all_dynasty_perks |
gain_all_perks | [キャラクターID]にすべてのライフスタイルのパークを与えます。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります | [キャラクターID] | gain_all_perks |
give_title | [キャラクターID]に[称号ID]を与えます。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります | [称号ID] [キャラクターID] | give_title e_hre |
gold | プレイヤーキャラクターに[数値]分の金を付与します。数値が負の場合は減算します。数値の指定がない場合は1000付与されます | [数値] | add_gold 500 |
instabuild | プレイヤーキャラクターの領土内の領地や建築物の建設は1日で完了します。再度入力することで無効化されます | なし | instabuild |
instant_birth | 妊娠期間は1日で終了します。再度入力することで無効化されます | なし | instant_birth |
join_era | [キャラクターID]の文化が[時代ID]に入ります。キャラクターの指定がない場合はプレイヤーキャラクターの文化が対象となります。tabキーを押すことですべての時代IDを閲覧できます | [時代ID] | join_era culture_era_high_medieval |
kill | [キャラクターID]を殺害します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります | [キャラクターID] | kill |
know_schemes | プレイヤーキャラクターを対象とするすべての計画を発見します | なし | know_schemes |
merge_culture | [文化ID]のすべての伯爵領が[文化ID]に変化します | [文化ID] [文化ID] | merge_culture greek swedish |
pregnancy | 女性[キャラクターID]が[キャラクターID]の子を身ごもります。キャラクターの指定がない場合父親は不明になります | [キャラクターID] [キャラクターID] | pregnancy 1234 |
remove_doctrine | [宗派ID]から[教義ID]を削除します。宗派が指定されていない場合はプレイヤーキャラクターの信仰が対象となります。tabキーを押すことですべての教義IDを閲覧できます | [doctrine id] [宗派ID] | remove_doctrine doctrine_pluralism_righteous catholic |
remove_nick | [キャラクターID]から現在のニックネームを削除します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります | [キャラクターID] | remove_nick |
remove_relation | [キャラクターID]と[キャラクターID]の間にある[関係ID]を削除します。キャラクターが一人しか指定されていない場合は、プレイヤーキャラクターがもう一方の対象となります | [関係ID] [キャラクターID] | remove_relation friend 1234 |
remove_trait | [キャラクターID]から[特性ID]を削除します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。tabキーを押すことですべての特性IDを閲覧できます | [特性ID] [キャラクターID] | remove_trait witch |
set_culture | [文化ID] [キャラクターID] | set_culture swedish | |
set_dread | [キャラクターID]の恐怖を[数値]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります | [数値] [キャラクターID] | set_dread 100 |
set_faith | [キャラクターID]の宗派を[宗派ID]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。tabキーを押すことですべての宗派IDを閲覧できます | [宗派ID] [キャラクターID] | set_faith catholic |
set_focus | [キャラクターID]のフォーカスを[フォーカスID]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります | [フォーカスID] [キャラクターID] | set_focus diplomacy_majesty_focus |
set_nick | [キャラクターID]に[ニックネームID]を与えます。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります | [ニックネームID] [キャラクターID] | set_nick nick_the_lazy |
set_sexuality | [キャラクターID]の性的指向を[性的関心ID]に変更します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります | [性的関心ID] [キャラクターID] | set_sexuality bisexual |
set_stress | [キャラクターID]のストレスを[数値]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります | [数値] [キャラクターID] | set_stress 0 |
set_diplomacy | [キャラクターID]の外交能力を[数値]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります | [数値] [キャラクターID] | set_diplomacy 16 |
set_martial | [キャラクターID]の軍事能力を[数値]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります | [数値] [キャラクターID] | set_martial 16 |
set_stewardship | [キャラクターID]の管理能力を[数値]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります | [数値] [キャラクターID] | set_stewardship 16 |
set_intrigue | [キャラクターID]の策略能力を[数値]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります | [数値] [キャラクターID] | set_intrigue 16 |
set_learning | [キャラクターID]の学識能力を[数値]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります | [数値] [キャラクターID] | set_learning 16 |
set_prowess | [キャラクターID]の武勇能力を[数値]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります | [数値] [キャラクターID] | set_prowess 16 |
yesmen | AIキャラクターはすべての提案を受け入れます。再度入力することで無効化されます | なし | yesmen |
テスト用コマンド
テスト用コマンドは、開発者、ベータテスター、または3Dモデラ-のテストに使用されます。
コマンド | 効果 | パラメーター | 例 |
---|---|---|---|
clear | コンソール履歴を削除します | None | clear |
effect | スクリプト効果を実行します。 | [effect script] | effect test |
faction_spawn | 有効な伯爵領または廷臣がいる場合に[faction type](派閥タイプ)を生成します。 | [faction type] | faction_spawn peasant_faction |
generate_cadet_coa | プレイヤーキャラクタの家系に新しい常備軍を生成します。 | None | generate_cadet_coa |
help | [command]のヘルプを出力します。空の場合は、すべてのコンソールコマンドが表示されます。 | [command] | help help |
instamove | Armies more one barony per day. | None | instamove |
map_editor | マップエディタを開きます。 | None | map_editor |
nomen | AIキャラクターはすべての提案を拒否します。再度入力すると無効になります。 | None | nomen |
observe | 閲覧モードに入ります。 | None | observe |
play | プレイヤーキャラクターを[character id]にチェンジします。 | [character id] | play 1234 |
portrait_editor | ポートレートエディタを開きます。 | None | portrait_editor |
run | [file name]のコマンドを実行します。ファイルはDocuments/Paradox Interactive/Crusader Kings IIIに保存する必要があります。 | None | run test.ini |
set_is_ai | [character id]のAIによる制御を許可します。 | [character id] | set_is_ai 1234 |
set_is_player | [character id]のAIによる制御を禁止します。 | [character id] | set_is_player 1234 |
yesmen | AIキャラクターはすべての提案を受け入れます。再度入力することで無効化されます | None | yesmen |
List of commands
Commands or effects are used in scripting to alter the target that was selected with scopes and conditions.
They appear in:
- command blocks (the immediate and option sections of events, or similar: effect, creation_effect, gain_effect, success, ...)
- scripted effects, which can be used to group commands into re-usable macro.
(Scripting) commands are different from console commands, though some console commands have a scripting equivalent.
Available commands depend on the current scope type.
Command | Used in vanilla | Used from scope | Value type | Description | Example | Category |
---|---|---|---|---|---|---|
add_dynasty_modifier | dynasty | Adds a modifier to a dynasty. | add_dynasty_modifier = name add_dynasty_modifier = { modifier = name days/weeks/months/years = int } |
Modifiers | ||
add_dynasty_perk | dynasty | key | Adds dynasty perk. | add_dynasty_perk = key | Lifestyles | |
add_dynasty_prestige | dynasty | int | Adds dynasty prestige. | Dynasty | ||
add_dynasty_prestige_level | dynasty | Adds dynasty prestige levels. | Dynasty | |||
remove_all_dynasty_modifier_instances | dynasty | modifier | Remove all instances of a modifier from a dynasty. | remove_all_dynasty_modifier_instances = name | Modifiers | |
remove_dynasty_modifier | dynasty | modifier | Remove a modifier from a dynasty. | remove_dynasty_modifier = name | Modifiers | |
add_house_modifier | dynasty/house | modifier | Add a modifier to a house. | add_house_modifier = name | Modifiers | |
remove_all_house_modifier_instances | dynasty/house | modifier | Remove all instances of a modifier from a house. | remove_all_house_modifier_instances = name | Modifiers | |
remove_house_modifier | dynasty/house | modifier | Remove a modifier from a house. | remove_house_modifier = name | Modifiers | |
add_scheme_modifier | scheme | modifier for "type" and int for "days" | Adds the specified scheme modifier. |
add_scheme_modifier = { type = X days = Y } (Days are optional, the modifier will expire in Y days if specified) |
Modifiers | |
add_scheme_progress | scheme | int | Add progress to the scope scheme. (Progress is in 0.0 - 100.0 range) | add_scheme_progress = X | Schemes | |
end_scheme | scheme | bool | Ends a specific scheme and removes it without any other effect. | end_scheme = yes | Schemes | |
expose_scheme | scheme | Exposes the scheme to the defender | Schemes | |||
expose_scheme_agent | scheme | character | Exposes the target character as an agent of the current scheme. | Schemes | ||
remove_scheme_modifier | scheme | modifier | Removes the specified scheme modifier. | Modifiers | ||
scheme_freeze_days | scheme | int | freezes the scheme for X days (0 unfreezes the scheme) | scheme_freeze_days = X | Schemes | |
add_county_modifier | landed title | modifier/int | Add a modifier to a county. | add_county_modifier = name add_county_modifier = { modifier = name days/weeks/months/years = int } |
Modifiers | |
change_county_control | landed title | int | Changes the county control of a title. If the title has higher tier than county, the effect will propagate down to all counties below it. | Control | ||
change_de_jure_drift_progress | landed title | title/int | Change the progress of de jure drift of a title. | <drifting_title> = { change_de_jure_drift_progress = { target = <drift_target_title> values = <progress_change_value> } } | Title | |
change_development_level | landed title | int | Changes the development level of a title. If the title has higher tier than county, the effect will propagate down to all counties below it. | Title | ||
change_development_progress | landed title | int | Changes the development progress of a title. If the title has higher tier than county, the effect will propagate down to all counties below it. | Development | ||
change_development_progress_with_overflow | landed title | int | Changes the development progress of a title. If the title has higher tier than county, the effect will propagate down to all counties below it. Will overflow, so adding +100 to a county with 50 progress left will increase the level by 1 and result in 50 progress towards the next level. | Development | ||
clear_title_laws | landed title | bool | Remove all title laws from the scoped title. DOES NOT apply law removal costs and effects. | clear_title_laws = yes | Laws | |
clear_title_laws_effects | landed title | bool | Remove all title laws from the scoped title. DOES apply law removal costs and effects. | clear_title_laws_effects = yes | Laws | |
copy_title_history | landed title | title | Copy title history from another title. | copy_title_history = source_title | Titles | |
remove_all_county_modifier_instances | landed title | modifier | Remove all instances of a modifier from a county. | remove_all_county_modifier_instances = name | Modifiers | |
remove_county_modifier | landed title | modifier | Remove a modifier from a county. | remove_county_modifier = name | Modifiers | |
reset_title_name | landed title | bool | Sets the name and adjective of the scoped title back to being based on its key. Won't cause the prefix to change. | reset_title_name = yes | Title | |
reset_title_prefix | landed title | bool | Sets the prefix of the scoped title back to being based on its key. Won't cause its adjective or name to change. | reset_title_prefix = yes | Title | |
revoke_lease | landed title | bool | Revoke the lease of the scoped title. | revoke_lease = yes | Title | |
set_always_follows_primary_heir | landed title | bool | Sets if the title should always go to the primary heir in partition succession. | set_always_follows_primary_heir = yes | Title | |
set_capital_county | landed title | title | Sets the capital county of the title to the target county. | set_capital_county = <some county title> | Title | |
set_color_from_title | landed title | title | Sets the color of the title to the same as the target title (shifted very slightly to not be identical). | set_color_from_title = <some title> | Title | |
set_county_culture | landed title | culture/title | Sets the culture of a county. | set_county_culture = english/root.character_culture | Title | |
set_county_faith | landed title | faith | Changes what faith a county has. | Title | ||
set_de_jure_liege_title | landed title | title | Set a new DeJure liege title. | set_de_jure_liege_title = new_de_jure_liege | Title | |
set_definitive_form | landed title | bool | Sets if the title should use a definitive form name (no 'Kingdom of'). | set_definitive_form = yes | Title | |
set_delete_on_destroy | landed title | bool | Sets if the title should be deleted from the gamestate completely when it is destroyed. | set_delete_on_destroy = yes | Title | |
set_destroy_if_invalid_heir | landed title | bool | Sets if the title should be destroyed on succession if there's no heir matching its restrictions. | set_destroy_if_invalid_heir = yes | Title | |
set_destroy_on_succession | landed title | bool | Sets if the title should be destroyed on succession. | set_destroy_on_succession = yes | Title | |
set_landless_title | landed title | bool | Sets if the title is landless (can be held by rulers with no land) | set_landless_title = yes | Title | |
set_no_automatic_claims | landed title | bool | Sets if the title should disallow automatic claims (meaning claims will only be added by script, and by pressed claims being inherited). | set_no_automatic_claims = yes | Title | |
set_title_name | landed title | key | sets the name (localization key) of the scoped title. The adjective will be constructed by adding '_adj' to the localisation key. Won't cause the prefix to change. | set_title_name = TEST_NAME_PLEASE_IGNORE | Title | |
set_title_prefix | landed title | key | sets the prefix of the scoped title. Won't cause its name or adjective to change. | set_title_prefix = PREFIX_THE | Title | |
title_create_faction | landed title | faction character/title |
The scoped landed title creates a faction of the specified type against the specified target. | title_create_faction = { type = X target = Y } | Factions | |
title_join_faction | landed title | faction | The landed title in the scope joins the assigned faction. | Factions | ||
title_leave_faction | landed title | faction | The title in the scope leaves the assigned faction | Factions | ||
end_story | story cycle | Ends a story and executes it's on_end effect, the story can no longer be accessed after this. | Stories | |||
make_story_owner | story cycle | character | Makes the character the new owner of the story. | make_story_owner = character_target | Stories | |
add_innovation | culture | innovation | Add innovation to a culture. | Innovations | ||
add_random_innovation | culture | innovation/bool | Add random available innovation | <culture> = { add_random_innovation = culture_group_military/culture_group_civic/culture_group_regional/yes } | Innovations | |
get_all_innovations_from | culture | culture | Discover all innovations from the target culture. | get_all_innovations_from = <culture> | Innovations | |
get_random_innovation_from | culture | Get random available innovation from another culture. | Innovations | |||
add_character_flag | character | flag | Adds a character flag. | add_character_flag = X add_character_flag = { flag = X days/weeks/years = Y } X is the name of the flag and Y is a value or value interval "{ min max }". |
Flags | |
add_character_modifier | character | modifier/int | Add a modifier to a character. | add_character_modifier = name add_character_modifier = { modifier = name days/weeks/months/years = int } |
Modifiers | |
add_courtier | character | character | Add the target character to the scope character's court. | Characters | ||
add_diplomacy_lifestyle_perk_points | character | int | Adds lifestyle per points to the given character. | Lifestyles | ||
add_diplomacy_lifestyle_xp | character | int | Adds lifestyle XP to the given character. | Lifestyles | ||
add_dread | character | int | Adds (or removes) dread to a character. | Characters | ||
add_gold | character | Adds gold to a character. | Characters | |||
add_hook | character | hook/character/secret/int | Adds a hook on a character. Does send a toast to the player if it's involved. | add_hook = { type = X, target = Y, secret = Z, days/months/years = W } days/months/years optional (taken from hook type otherwise) and can be a value or an interval, secret required for hook types that require it. |
Hooks and Secrets | |
add_hook_no_toast | character | hook/character/secret/int | Adds a hook on a character. Does NOT send a toast to the player. | add_hook = { type = X, target = Y, secret = Z, days/months/years = W } days/months/years optional (taken from hook type otherwise) and can be a value or an interval, secret required for hook types that require it. |
Hooks and Secrets | |
add_intrigue_lifestyle_perk_points | character | int | Adds lifestyle per points to the given character. | Lifestyles | ||
add_intrigue_lifestyle_xp | character | int | Adds lifestyle XP to the given character. | Lifestyles | ||
add_joined_faction_discontent | character | int | Adds (or subtracts) discontent to the factions the scope character is in. | add_joined_faction_discontent = X | Factions | |
add_knows_of_killer | character | character | Adds the right hand side character as knowing of the killer of the scoped object. | dead_person = { add_knows_of_killer = root } | Characters | |
add_learning_lifestyle_perk_points | character | int | Adds lifestyle per points to the given character. | Lifestyles | ||
add_learning_lifestyle_xp | character | int | Adds lifestyle XP to the given character | Lifestyles | ||
add_martial_lifestyle_perk_points | character | int | Adds lifestyle per points to the given character. | Lifestyles | ||
add_martial_lifestyle_xp | character | int | Adds lifestyle XP to the given character. | Lifestyles | ||
add_opinion | character | modifier/int/character | Adds a temporary opinion modifier. | add_opinion = { modifier = X days/months/years = Y target = Z } | Characters | |
add_perk | character | Adds the perk for this character | Lifestyles | |||
add_piety | character | Gives (or takes) piety to a character. | Characters | |||
add_piety_experience | character | Gives (or takes) piety experience to a character. | Characters | |||
add_piety_level | character | Increases (or decreases) the piety level of a character. | Characters | |||
add_pressed_claim | character | landed title | Gives a pressed claim to a character. | Title | ||
add_prestige | character | Gives (or takes) prestige to a character. | Characters | |||
add_prestige_experience | character | Gives (or takes) prestige experience to a character. | Characters | |||
add_prestige_level | character | Increases (or decreases) the prestige level of a character. | Characters | |||
add_realm_law | character | Adds the given law to the scoped character. | Laws | |||
add_realm_law_skip_effects | character | Adds the given law to the scoped character. Skips the cost and the pass effect, and the revoke effects of the current law. | Laws | |||
add_relation_flag | character | Adds a flag to an existing relation. | add_relation_flag = { relation = scripted_relation flag = flag_name (declared in the relation's script) target = other_character } | Flags | ||
add_scheme_cooldown | character | character/scheme/int | Sets a scheme cooldown for the scoped character. | <scoped_character> = { target=target_character type=scheme_type days/weeks/months/years = duration } | Hooks and Schemes | |
add_secret | character | secret/character | Adds a secret. Note that if you create a Secret in the immediate effect, the tooltips for other effects run in that Secret's scope (such as reveal_to) are likely to be displayed incorrectly, or not to be displayed at all. This is due to the game generating the tooltip before it actually has a Secret that exists to work off of. Test rigorously and use custom tooltips if necessary. Creating a Secret in the immediate and then running effects on it in an event option should produce perfectly normal tooltips. |
add_secret = { type = X target = Y } | Hooks and Secrets | |
add_stewardship_lifestyle_perk_points | character | int | Adds lifestyle per points to the given character. | Lifestyles | ||
add_stewardship_lifestyle_xp | character | int | Adds lifestyle XP to the given character. | Lifestyles | ||
add_stress | character | int | Increases (or decreases) stress of a character. | Characters | ||
add_targeting_factions_discontent | character | int | Adds (or subtracts) discontent to all the factions that are targeting the scope character. | add_targeting_factions_discontent = X | Factions | |
add_to_scheme | character | cheme | Adds a character as an agent to the scheme. | Hooks and Schemes | ||
add_trait | character | Adds a trait to a character (the trait will not be added and no tooltip will be shown if the character isn't eligible for the trait, i.e. when already having the trait, having an opposing trait, not fulfilling the trait's is_potential trigger or being outside of the trait's range). | Characters | |||
add_trait_force_tooltip | character | Adds a trait to a character (if the add_trait effect would not add the trait - i.e. when already having the trait, having an opposing trait, not fulfilling the trait's is_potential trigger or being outside of the trait's range - a tooltip will be shown but the trait will not be added). | Characters | |||
add_truce_both_ways | character | character/string/bool/war result | Sets the both-way truce against the specified character. 'character' specifies the target character 'override' says whether it should replace the previous truce even if shorter 'years / months / days' sets the duration of the truce 'result' specifies the result from the scope character's point of view ('white_peace' by default) 'casus_belli' sets the casus belli scope that caused the truce, mutually exclusive with 'name' 'name' sets a custom description. Dynamic description with the current scope 'war' sets the war that caused the truce, mutually exclusive with 'casus_belli' |
add_truce_both_ways = { character = X years/months/days = Y override = yes/no result = victory/defeat/white_peace casus_belli/war = Z } | Characters | |
add_truce_one_way | character | character/string/bool/war result | Sets the truce against the specified character. 'character' specifies the target character 'override' says whether it should replace the previous truce even if shorter 'years / months / days' sets the duration of the truce 'result' specifies the result from the scope character's point of view ('white_peace' by default) 'casus_belli' sets the casus belli scope that caused the truce, mutually exclusive with 'name' 'name' sets a custom description. Dynamic description with the current scope 'war' sets the war that caused the truce, mutually exclusive with 'casus_belli' |
add_truce_one_way = { character = X years/months/days = Y override = yes/no result = victory/defeat/white_peace casus_belli/war = Z } | Characters | |
add_tyranny | character | int | Adds (or removes) tyranny to (or from) a character. | Characters | ||
add_unpressed_claim | character | landed title | Gives an unpressed claim to a character. | Titles | ||
add_visiting_courtier | character | character | Add the target character as the scope character's guest. | Characters | ||
allow_alliance | character | character | Allows (previously broken) alliance with the target character. | Characters | ||
allow_in_scheme | character | Allow the character to join the scheme as an agent. | Hooks and Schemes | |||
apply_ai_vassal_obligation_liege_most_desired | character | Apply the new level for the most desired AI obligation level the liege in the contract wants | Laws | |||
apply_ai_vassal_obligation_vassal_most_desired | character | Apply the new level for the most desired AI obligation level the vassal in the contract wants. | Laws | |||
assign_council_task | character | Assigns the target character to the council task. | assign_council_task = { council_task = council_task_scope target = character_taking_the_position fire_on_actions = yes/no } | Jobs | ||
assign_councillor_type | character | Assigns the target character to the first available council position of the type available. | assign_councillor_type = { type = council_position_type_key target = character_taking_the_position fire_on_actions = yes/no } | Jobs | ||
banish | character | The character gets banished. | Characters | |||
becomes_independent | character | Becomes and independent ruler. | becomes_independent = { change = 'previously created title_and_vassal_change' } | Vassalage | ||
break_alliance | character | character | Breaks the alliance with the target character. | Relations | ||
cancel_truce_both_ways | character | character | Ends the truce against the specified character, and theirs against the scoped character. | cancel_truce_both_ways = scope:character | Relations | |
cancel_truce_one_way | character | character | Ends the truce against the specified character. | cancel_truce_one_way = scope:character | Relations | |
change_current_weight | character | int | Change the current weight of the scoped character | change_current_weight = 20 | Characters | |
change_first_name | character | key/character | Change the first name of a character. | change_first_name = <localization_key> change_first_name = scope:name/var:name change_first_name = { template_character = scope:character } |
Characters | |
change_government | character | key | Changes the government of a character. | Characters | ||
change_liege | character | Adds a liege change. | change_liege = { liege = 'Character that should become the new liege' change = 'previously created title_and_vassal_change'} | Vassalage | ||
change_prison_type | character | key | Changes the charater's prison type. Scoped character is the prisoner. Accepts any static modifier (see also improson effect). | change_prison_type = house_arrest | Characters | |
change_target_weight | character | int | Change the target weight of the scoped character. | change_target_weight = 20 | Characters | |
clear_forced_vote | character | bool | clear_forced_vote = yes | Characters | ||
consume_banish_reasons | character | character | 'Consume' all banish reasons that the scoped character has on the target character. Until they get a new reason, they cannot banish the target again. | Characters | ||
consume_divorce_reasons | character | character | 'Consume' all divorce reason that the scoped character has on the target character. Until they get a new reason, they cannot divorce the target again. | Characters | ||
consume_execute_reasons | character | character | 'Consume' all execute reasons that the scoped character has on the target character. Until they get a new reason, they cannot execute the target again. | Characters | ||
consume_imprisonment_reasons | character | character | 'Consume' all imprisonment reasons that the scoped character has on the target character. Until they get a new reason, they cannot imprison the target again. | Characters | ||
consume_revoke_title_reason | character | character | 'Consume' 1 revoke title reason that the scoped character has on the target character. | Characters | ||
copy_inheritable_appearance_from | character | character | Copies the inheritable appearance attributes (inheritable genes in the character's DNA string) from the target character to the scoped character. | Titles | ||
create_alliance | character | character | Create an alliance between the scoped character and the target. The allied through characters determine who gets checked against for if the alliance should persist or not. | create_alliance = scope create_alliance = { target = scope allied_through_owner = scope allied_through_target = scope } |
Relations | |
create_cadet_branch | character | bool | The scope character creates a cadet branch of the house he is in. | Characters | ||
create_faction | key/character | The scoped character creates a faction of the specified type against the specified target. | create_faction = { type = X target = Y } | Factions | ||
create_story | character | key/character | Creates and initializes a story cycle with the current character as owner. | create_story = story_type create_story = { type = story_type save_scope_as/save_temporary_scope_as = scope_name # optional way to get a reference to the new story } |
Stories | |
death | character | character/key | Kills a character. Where X is a character and Y is one of the death reason keys. Or death = natural which will pick a natural death reason to kill the character from. | death = { killer = X death_reason = Y } | Characters | |
depose | character | bool | The character gets deposed. | Vassalage | ||
destroy_title | character | title | Destroys a title. | Titles | ||
end_pregnancy | character | End a pregnancy | Characters | |||
execute_decision | character | Execute the specified decision for the scoped character | Characters | |||
finish_council_task | character | The councillor finish the current assigned task successfully. | Jobs | |||
fire_councillor | character | character | The scope character fires the target character form teh council. | Jobs | ||
forbid_from_scheme | character | Forbid the scope character from joining the target scheme as an agent (and kick the character out if already in the scheme) | Hooks and Schemes | |||
force_add_to_scheme | character | key/int | Adds a character as an agent to the scheme and forces them to stay. | force_add_to_scheme = { scheme = target_Scheme days/months/years = duration } | Hooks and Schemes | |
force_vote_as | character | Forces the character to vote the same as the target. | force_vote_as = { target = someone days/months/years = x } | Characters | ||
get_title | character | title | Gives a title to a character. | Titles | ||
give_nickname | character | key | Give a nickname to this character. | Characters | ||
imprison | character | character/key | Imprisons the target character as this character's prisoner. X is a character, Y is a flag, Z is a static modifier. | imprison = { target = X reason = Y type = Z } | Characters | |
join_faction | character | The character in the scope joins the assigned faction. | Factions | |||
join_faction_forced | character | key/character/int | The character in the scope is forced to join a faction by a character for a defined time. | join_faction_forced = { faction = X forced_by = Y days/months/years = duration } | Factions | |
join_faction_skip_check | character | The character in the scope joins the assigned faction skiping the can_character_join trigger. | Factions | |||
leave_faction | character | The charcter in the scope leaves the assigned faction. | Factions | |||
make_claim_strong | character | title | Makes a claim strong (character adds the claim if not having it already). | Titles | ||
make_claim_weak | character | title | Makes a claim weak (character adds the claim if not having it already). | Titles | ||
make_concubine | character | character | Makes the target character a concubine of the scope character, the target should not be imprisoned. | Characters | ||
make_pregnant | character | character/int/bool | Makes a character pregnant. | make_pregnant = { father= 'the real father' number_of_children= X known_bastard=yes/no } | Characters | |
make_trait_active | character | Activates an inactive trait. Tooltip will not be shown if the character cannot have the trait. | Characters | |||
make_trait_active_force_tooltip | character | Activates an inactive trait. Tooltip will be shown even if the character cannot have the trait. | Characters | |||
make_trait_inactive | character | Makes a current trait of a character inactive. Tooltip will not be shown if the character doesn't have the trait. | Characters | |||
make_trait_inactive_force_tooltip | character | Makes a current trait of a character inactive. Tooltip will be shown even if the character doesn't have the trait. | Characters | |||
make_unprunable | character | The scope character will no longer be prunable after their death. Use with care, as this will make everyone related to them unprunable too. So you should only use this if someone absolutely *needs* to stick around several years after their death. | make_unprunable = yes | Characters | ||
marry | character | character | Marries the scoped character to the target character. | marry = target | Characters | |
marry_matrilineal | character | character | Marries the scoped character to the target character matrilineally | marry_matrilineal = target | Characters | |
move_to_pool | character | bool | The scoped character (courtier or guest) leaves their current court and moves into the pool. | scope:guest = { move_to_pool = yes } | Characters | |
move_to_pool_at | character | province | The scoped character (courtier/guest/pool character) leaves their current court (if any) and moves into the pool of the specified province | scope:guest = { move_to_pool_at = scope:some_province } | Characters | |
pay_long_term_gold | character | character/int | The scope character pays gold to the target character. (AI budget category long term). | pay_gold = { target = X gold = Y } | Characters | |
pay_short_term_gold | character | The scope character pays gold to the target character. (AI budget category short term). | pay_gold = { target = X gold = Y } | Characters | ||
pay_short_term_income | character | character/int | The scope character immediately pays gold corresponding to their income to the target character. (AI budget short term). | pay_income = { target = X days/months/years = Y } | Characters | |
play_music_cue | character | Plays the specified music cue. | Music | |||
recalculate_scripted_relation | character | Recalculates the effect of a scripted relation. | recalculate_scripted_relation = friend | Relations | ||
recruit_courtier | character | character | Recruits the target to become a courtier. | scope:liege = { recruit_courtier = scope:new_courtier } | Characters | |
refund_all_perks | character | bool | Refunds all perks of the character. | refund_all_perks = yes | Lifestyles | |
refund_perks | character | key | Refunds all perks of the RHS lifestyle. | refund_perks = intrigue_lifestyle | Lifestyles | |
release_from_prison | character | bool | Releases the character from the prison. | release_from_prison = yes | Characters | |
remove_all_character_modifier_instances | character | modifier | Remove all instances of a modifier from a character | remove_all_character_modifier_instances = name | Modifiers | |
remove_character_flag | character | flag | Removes a character flag. | Flags | ||
remove_character_modifier | character | modifier | Remove a modifier from a character. | remove_character_modifier = name | Modifiers | |
remove_claim | character | landed title | Removes an explicit (not from a living parent/grand parent) claim. | Title | ||
remove_concubine | character | character | Removes the target character as a concubine of the scope character. | Relations | ||
remove_courtier_or_guest | character | character | Removes the target character (guest or courtier) from the scope character's court. | scope:host = { remove_courtier_or_guest = scope:guest } scope:host = { remove_courtier_or_guest = { character = scope:guest new_location = scope:some_province # optionally specify a new location } } |
Characters | |
remove_decision_cooldown | character | key | Remove the cooldown on taking a decision for the scoped character. | remove_decision_cooldown = decision_name | Decisions | |
remove_hook | character | character/hook_type | Removes a hook on a character. If type is specified, the hook will only be removed if it is of that type. | remove_hook = { target = X, type = Y } | Hooks and Schemes | |
remove_interaction_cooldown | character | interaction | Remove the cooldown on using an interaction for the scoped character. | remove_interaction_cooldown = interaction_name | Interactions | |
remove_interaction_cooldown_against | character | interaction/character | Remove the cooldown on using an interaction against the target character for the scoped character. | remove_interaction_cooldown_against = { interaction = interaction_name target = character } | Interactions | |
remove_long_term_gold | character | Removes gold from a character (AI's long term budget). | Characters | |||
remove_nickname | character | bool | Removes any nickname from the current character. | Characters | ||
remove_opinion | character | character/modifier/bool | Removes a temporary opinion modifier. Where X is a character, Y is the opinion modifier, Z tells whether to remove all instances of the modifier or just one. | remove_opinion = { target = X modifier = Y single = Z (no by default) } | Modifiers | |
remove_perk | character | Remove the perk for this character | Characters | |||
remove_realm_law | character | law | Removes the given law from the scoped character. This will leave the law group empty, so only do this if you're getting rid of a law group. | Laws | ||
remove_relation_best_friend | character | character | Removes scripted relationship. | Relations | ||
remove_relation_bully | character | character | Removes scripted relationship. | Relations | ||
remove_relation_court_physician | character | character | Removes scripted relationship. | Relations | ||
remove_relation_crush | character | character | Removes scripted relationship. | Relations | ||
remove_relation_flag | flag/character/relation | Removed a flag from an existing relation. | remove_relation_flag = { flag = flag_name (declared in scripted_relation) target = other_character relation = scripted_relation } | Flags | ||
remove_relation_friend | character | character | Removes scripted relationship. | Relations | ||
remove_relation_guardian | character | character | Removes scripted relationship | Relations | ||
remove_relation_intrigue_mentor | character | character | Removes scripted relationship. | Relations | ||
remove_relation_intrigue_student | character | character | Removes scripted relationship. | Relations | ||
remove_relation_lover | character | character | Removes scripted relationship. | Relations | ||
remove_relation_mentor | character | character | Removes scripted relationship. | Relations | ||
remove_relation_nemesis | character | character | Removes scripted relationship. | Relations | ||
remove_relation_oaf | character | character | Removes scripted relationship | Relations | ||
remove_relation_potential_friend | character | character | Removes scripted relationship. | Relations | ||
remove_relation_potential_lover | character | character | Removes scripted relationship. | Relations | ||
remove_relation_potential_rival | character | character | Removes scripted relationship. | Relations | ||
remove_relation_rival | character | character | Removes scripted relationship. | Relations | ||
remove_relation_soldier_friend | character | character | Removes scripted relationship. | Relations | ||
remove_relation_soulmate | character | character | Removes scripted relationship. | Relations | ||
remove_relation_student | character | character | Removes scripted relationship. | Relations | ||
remove_relation_victim | character | character | Removes scripted relationship. | Relations | ||
remove_relation_ward | character | character | Removes scripted relationship. | Relations | ||
remove_scheme_cooldown_against | character | scheme/character | Remove the cooldown on using a scheme against the target character for the scoped character | remove_scheme_cooldown_against = { scheme = scheme_name target = character } | Hooks and Schemes | |
remove_short_term_gold | character | Removes gold from a character (AI's short term budget). | Characters | |||
remove_trait | character | Removes a trait from a character. Tooltip will not be shown if the character doesn't have the trait. | Characters | |||
remove_trait_force_tooltip | character | Removes a trait from a character. Tooltip will be shown even if the character doesn't have the trait. | Characters | |||
reset_beneficiary | character | bool | The target character stops having a beneficiary. | reset_beneficiary = yes | Holy Wars | |
return_to_court | character | Returns the scope character to the employers court. | Characters | |||
reverse_add_opinion | character | modifier/int/character | Adds a temporary reverse opinion modifier. X is a scripted modifier name. Y can be a value or a range "{ A B }" If no timeout are specified, the modifier's scripted default timeout will be used. | reverse_add_opinion = { modifier = X days/months/years = Y target = Z } | Modifiers | |
scriptedtests_recalculate_character_modifier | character | Recalculates the modifier of the scoped character. | Modifiers | |||
scriptedtests_recalculate_succession | character | Recalculates the line of succession of the scoped character. | Succession | |||
send_interface_message | character | Sends a message to the player playing the character in the scope and then executes any effects inside. For the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense and $DESC$ contains the text from the desc field. |
send_interface_message = { type = message_type # default: send_interface_message title = LOCALIZATION # optional, otherwise takes it from the message type desc = LOCALIZATION # optional, otherwise takes it from the message type tooltip = LOCALIZATION # optional, otherwise takes it from the message type left_icon = scope:recipient # optional, character or title right_icon = scope:the_title # optional, character or title goto = scope:the_title # optional, character, barony title, province will add a goto button # optional effects... add_dread = 5 scope:someone = { add_gold = 5 } } |
Notifications | ||
send_interface_toast | character | Sends a message to the player playing the character in the scope and then executes any effects inside. For the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense. And $DESC$ contains the text from the desc field. |
send_interface_toast = { type = message_type # default: send_interface_toast title = LOCALIZATION # optional, otherwise takes it from the message type desc = LOCALIZATION # optional, otherwise takes it from the message type left_icon = scope:recipient # optional, character or title right_icon = scope goto = scope:the_title # optional, character, barony title, province will add a goto button # optional effects... add_dread = 5 scope:someone = { add_gold = 5 } } |
Notifications | ||
set_absolute_country_control | character | Sets if this character has absolute country control. | Control | |||
unlock_character_movement | bool/character | Characters | ||||
set_beneficiary | character | character | The target character becomes the beneficiary of the scoped character. | set_beneficiary = some character | Holy Wars | |
set_character_faith | character | faith | Changes what faith a character has executing the effects for it. For history setup use 'set_character_faith_history' instead. | Characters | ||
set_character_faith_history | character | faith | Changes what faith a character has NOT executing the effects for it. USE ONLY IN HISOTRY SETUP! | Characters | ||
set_character_faith_with_conversion | character | faith | Changes what faith a character has, as if they used the faith-view interaction (minus the piety cost). So vassals who'd accept will get converted, as will capitals | Characters | ||
set_child_of_concubine_on_pregnancy | character | Sets the child to be (or not be) a child of a concubine during pregnancy | Characters | |||
set_council_task | character | key/character | Sets the task of the scope councillor | set_council_task = { task_type = council_position_type_key target = for_targeted_tasks } | Jobs | |
set_culture | character | culture | Set the culture for this character | Characters | ||
set_culture_same_as | character | character | Sets the culture of the character to be the same as the culture of the target. | Characters | ||
set_death_reason | character | Sets the death reason and the killer of a dead character. | set_death_reason = { killer = X death_reason = Y }, both parameters are optional | Characters | ||
set_default_education | character | Sets the default education focus for this character. | Lifestyles | |||
set_designated_heir | character | character | Sets the given character as designated heir. | Succession | ||
set_employer | character | character | Add the scope character to the target character's court. | Characters | ||
set_father | character | character | Sets the father of a character. | Characters | ||
set_focus | character | Set the focus for this character | Lifestyles | |||
set_house | character | dynasty house | Sets the dynasty house of the character. | Characters | ||
set_immortal_age | character | int | Changes what age the character became immortal at. Only works if already immortal. | set_immortal_age = 20 | Characters | |
set_killer_public | character | Sets the scoped character's killer as being publicly known | set_killer_public = bool | Hooks and Schemes | ||
set_known_bastard_on_pregnancy | character | Sets the child to a known or unknown bastard during pregnancy. | Characters | |||
set_num_pregnancy_children | character | int | Set the number of children | Characters | ||
set_override_designated_winner | character | bool | The scoped character will put their beneficiary on the throne if they're the #1 participant if this is called with 'yes'. Call with 'no' to turn it off again. | set_override_designate_winner = yes | Holy Wars | |
set_player_character | character | character | The scope character's player will now play as the target character. Scope must be player-controlled. Target cannot be player-controlled. | Characters | ||
set_pregnancy_assumed_father | character | character | Set the assumed father of the pregnancy. | Characters | ||
set_primary_spouse | character | character | Set the primary spouse of a character. | set_primary_spouse = scope | Characters | |
set_primary_title_to | character | landed title | Sets the primary title for a character. | set_primary_title_to = <title> | Titles | |
set_real_father | character | character | Changes the real father of the character scope. | Characters | ||
set_realm_capital | character | landed title | Set a new realm capital | character = { set_realm_capital = new_title } | Realm | |
set_relation_best_friend | character | character | Sets scripted relationship. | Relations | ||
set_relation_bully | character | character | Sets scripted relationship. | Relations | ||
set_relation_court_physician | character | character | Sets scripted relationship. | Relations | ||
set_relation_crush | character | character | Sets scripted relationship. | Relations | ||
set_relation_friend | character | character | Sets scripted relationship. | Relations | ||
set_relation_guardian | character | character | Sets scripted relationship. | Relations | ||
set_relation_intrigue_mentor | character | character | Sets scripted relationship. | Relations | ||
set_relation_intrigue_student | character | character | Sets scripted relationship. | Relations | ||
set_relation_lover | character | character | Sets scripted relationship. | Relations | ||
set_relation_mentor | character | character | Sets scripted relationship. | Relations | ||
set_relation_nemesis | character | character | Sets scripted relationship. | Relations | ||
set_relation_oaf | character | character | Sets scripted relationship. | Relations | ||
set_relation_potential_friend | character | character | Sets scripted relationship. | Relations | ||
set_relation_potential_lover | character | character | Sets scripted relationship. | Relations | ||
set_relation_potential_rival | character | character | Sets scripted relationship. | Relations | ||
set_relation_rival | character | character | Sets scripted relationship. | Relations | ||
set_relation_soldier_friend | character | character | Sets scripted relationship. | Relations | ||
set_relation_soulmate | character | character | Sets scripted relationship. | Relations | ||
set_relation_student | character | character | Sets scripted relationship. | Relations | ||
set_relation_victim | character | character | Sets scripted relationship. | Relations | ||
set_relation_ward | character | character | Sets scripted relationship. | Relations | ||
set_sexuality | character | Sets the sexuality of the character | Characters | |||
set_to_lowborn | character | Set the character to lowborn. | Characters | |||
set_vassal_contract_modification_blocked | character | Blocks the vassal contract from being modified with regards to being checked by 'vassal_contract_is_blocked_from_modification' | Vassalage | |||
spawn_army | character | Spawns an army for this character. If the character is not at war, the regiments will be created, but the army will not be spawned. | spawn_army = { levies = int/script value # optional, number of men men_at_arms = { # optional, multiple can be specified. Need either levies or MAA type = key men/stacks = int/script value } location = province origin = province # optional, location used if not set. This is used for where to base bonuses and the like on war = war # optional. If set, the stack will disband after the war ends inheritable = yes/no # Default: yes uses_supply = yes/no # Default: yes army = army # optional. If set, the stack will merge into this army save_scope_as/save_temporary_scope_as = new_army # optional way to get a reference to the new army. Note this might not be set if the army wasn't spawned (e.g. if the character is not at war) name = description # gives the troops a specific name that shows up in interfaces } |
Armies | ||
start_default_task | character | Force the Councillor to revert to the default task. Any relevant percentage progress will be lost (even if the councillor was performing the default task already). | Jobs | |||
start_scheme | character | starts a scheme = { type = X target = Y } | Hooks and Schemes | |||
start_war | character | Starts a war. X is a casus belli type, Y is the target character, Z i the (optional) claimant, W1, W2.... are targeted titles. | start_war = { casus_belli/cb = X target = Y claimant = Z target_title = W1 target_title = W2 ... } | Wars | ||
stress_impact | character | Stress impact according to specified traits (trait = value), use base = value for a base value that's always added. | stress_impact = { sadistic = medium_stress_impact_loss } stress_impact = { compassionate = medium_stress_impact_gain } |
Characters | ||
use_hook | character | character | Uses a hook a character has (removes if weak, puts on cooldown if strong). | use_hook = some_character | Hooks and Schemes | |
vassal_contract_decrease_obligation_level | character | Decrease the obligation level of the scoped character's vassal contract. | Vassalage | |||
vassal_contract_increase_obligation_level | character | Increase the obligation level of the scoped character's vassal contract. | Vassalage | |||
vassal_contract_set_obligation_level | character | Change the obligation level of the scoped character's vassal contract. | vassal_contract_set_obligation_level = { type = name level = 1 } # index to obligation level vassal_contract_set_obligation_level = { type = name level = feudal_obligation_low } |
Vassalage | ||
visit_court_of | character | character | Add the scope character as the target character's guest. | Characters | ||
add_faction_discontent | faction | Adds (or subtracts) discontent to the scope faction. | add_faction_discontent = X | Factions | ||
destroy_faction | faction | The scope faction is destroyed. | destroy_faction = yes | Factions | ||
faction_remove_war | faction | Removes the war currently associated with the faction. | faction_remove_war = yes | Factions | ||
faction_start_war | faction | The scope faction starts the war agains their target. | faction_start_war = { title = [optional] } |
Factions | ||
remove_special_character | faction | Removes the special character for the scope faction | Factions | |||
remove_special_title | faction | Removes the special character for the scope faction. | Factions | |||
set_special_character | faction | character | Sets the special character for the scope faction. | Factions | ||
set_special_title | faction | landed title | Sets the special title for the scope faction | Factions | ||
add_attacker | war | character | Adds the target character to the scope war as an attacker. | Wars | ||
add_defender | war | character | Adds the target character to the scope war as a defender. | Wars | ||
end_war | war | Ends the war with the specified winner. | end_war = attacker/defender/white_peace | Wars | ||
remove_participant | war | character | Removes the target character from the scope war. | Wars | ||
set_called_to | war | character | Sets the target character as already called to the scope war. | Wars | ||
set_casus_belli | war | Sets the casus belli of the scope war. | Wars | |||
activate_holy_site | faith | Activate an inactive holy site. | <faith_scope> = { activate_holy_site = <holy_site_name> } | Faiths | ||
add_doctrine | faith | doctrines | Add doctrine to faith. | <faith_scope> = { add_doctrine = <doctrine_name> } | Faiths | |
change_fervor | faith | int | Changes the fervor of the faith by the given value. | change_fervor = script value | Faiths | |
remove_doctrine | faith | doctrines | Remove doctrine from faith. | <faith_scope> = { remove_doctrine = <doctrine_name> } | Faiths | |
remove_religious_head_title | faith | bool | Removes the religious head title of the faith. | remove_religious_head_title = yes | Faiths | |
set_religious_head_title | faith | landed title | Sets the religious head title of the faith to the given title. | set_religious_head_title = scope | Faiths | |
start_great_holy_war | faith | Starts a great holy war. | start_great_holy_war = { target_character = someone target_title = some titledelay = script value# Number of days until the war should startwar = some war # Optional. Will make this a directed GHW instead of undirected, and tie it to this specific war } |
Faiths | ||
set_add_claim_on_loss | title/vassal change | If set, any title losses will result in claims being added to the previous holder. | Titles | |||
set_title_and_vassal_change_type | title/vassal change | conquest, conquest_holy_war, conquest_claim, conquest_populist, inheritance, abdication, destroyed, created, usurped, granted, revoked, election, independency, returned, leased_out, lease_revoked, faction_demand | Sets the type of change. | Titles | ||
add_secret_participant | secret | character | Adds an participant to the secret. | Hooks and Schemes | ||
disable_exposure_by | secret | character | Forbids the target character from exposing the secret | disable_exposure_by = target_character | Hooks and Schemes |
Documentation | Effects • Triggers • Modifiers • Scopes • Variables • Data types • Localization • Customizable localization |
Scripting | AI • Bookmarks • Characters • Commands • Council • Culture • Decisions • Dynasties • Events • Governments • History • Holdings • Lifestyles • Regiments • Religions • Story cycles • Titles • Traits |
Map | Map • Terrain |
Graphics | 3D models • Exporters • Interface • Coat of arms • Graphical assets • Fonts • Particles • Shaders • Unit models |
Audio | Music • Sound |
Other | Console commands • Checksum • Mod structure • Troubleshooting |