@px-lsp/server 0.3.0 → 0.3.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -1
- package/data/ck3/skeletons.json +1 -0
- package/data/eu5/skeletons.json +1 -0
- package/data/vic3/skeletons.json +1 -0
- package/dist/browser-data/ck3/docs.json +1 -1
- package/dist/browser-data/ck3/tokens.json +1 -1
- package/dist/browser-data/vic3/tokens.json +1 -1
- package/dist/browser.js +50 -37
- package/dist/server.js +2000 -352
- package/dist/types/packages/server/src/features/blockSnippets.d.ts +20 -4
- package/dist/types/packages/server/src/features/completion.d.ts +11 -0
- package/dist/types/packages/server/src/features/definitionSkeletons.d.ts +24 -0
- package/dist/types/packages/server/src/games/ck3/schema.d.ts +1 -1
- package/dist/types/packages/server/src/games/eu5/index.d.ts +1 -1
- package/dist/types/packages/server/src/games/profile.d.ts +85 -1
- package/dist/types/packages/server/src/schema/skeletons.d.ts +102 -0
- package/dist/types/packages/server/src/schema/types.d.ts +30 -0
- package/package.json +3 -3
- package/src/coa/coa.ts +31 -0
- package/src/coa/coaDesigner.ts +131 -0
- package/src/coa/coaParse.ts +3 -0
- package/src/creators/definitionEdit.ts +198 -0
- package/src/creators/definitionForm.ts +479 -0
- package/src/creators/modifierFormats.ts +0 -0
- package/src/data/docsParser.ts +21 -4
- package/src/features/blockSnippets.ts +151 -20
- package/src/features/calendarDates.ts +8 -5
- package/src/features/completion.ts +38 -4
- package/src/features/definitionSkeletons.ts +109 -0
- package/src/features/inlayHints.ts +5 -2
- package/src/features/locText.ts +223 -0
- package/src/features/snippetList.ts +83 -0
- package/src/games/ck3/index.ts +16 -0
- package/src/games/ck3/meta.ts +81 -1
- package/src/games/ck3/schema.ts +83 -7
- package/src/games/ck3/structures.ts +37 -0
- package/src/games/eu5/index.ts +7 -1
- package/src/games/eu5/meta.ts +5 -1
- package/src/games/profile.ts +77 -1
- package/src/games/vic3/index.ts +4 -0
- package/src/games/vic3/meta.ts +5 -1
- package/src/gui/sourceModel.ts +51 -8
- package/src/gui/textResolve.ts +3 -3
- package/src/overview/dynastyTree.ts +493 -0
- package/src/overview/eventGraph.ts +21 -1
- package/src/overview/eventVocabulary.ts +33 -33
- package/src/overview/exampleWiki.ts +4 -1
- package/src/schema/loader.ts +2 -1
- package/src/schema/skeletons.ts +182 -0
- package/src/schema/types.ts +30 -0
- package/src/server.ts +147 -6
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{"version":1,"gameId":"ck3","prose":[["Saves a temporary target for use during the trigger execution\nThis is used to build lists in triggers.\nIf 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.\nIn 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).","This is used to build lists in triggers.\nIf 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.\nIn 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)."],["true if all children are false (equivalent to NOR)",""],["checks if the assigned yes/no value is true\nalways = no # always fails\nalways = scope:a_boolean_value # evaluated at runtime","always = yes # always succeeds"],["all inside trigger must be true",""],["Iterate through every accolade_type in the database","any_accolade_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all dynasties with dynasty head. Deprecated - use 'every/any/random dynasty with the optional parameter instead.","any_active_dynasty = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all activities in the world","any_activity = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every activity_type in the database","any_activity_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all existing artifacts","any_artifact = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all baronies in the game","any_barony = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every casus_belli_type in the database","any_casus_belli_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters with a royal court","any_character_with_royal_court = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets all legends in the world that have been completed","any_completed_legend = { <count=num/all> / <percent=fixed_point> <triggers> }"],["List all confederations","any_confederation = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every confederation_type in the database","any_confederation_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties in the game","any_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties in the region. Put 'region = region_name' inside it","any_county_in_region = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every court_position_type in the database","any_court_position_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all cultures in the game","any_culture_global = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every culture_innovation in the database","any_culture_innovation = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every culture_pillar in the database","any_culture_pillar = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every culture_tradition in the database","any_culture_tradition = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every decision in the database","any_decision = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every doctrine in the database","any_doctrine = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all domiciles","any_domicile = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all duchies in the game","any_duchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all dynasties. Use 'include_inactive = yes' to explicitly include inactive (without dynasty head) Dynasties.","any_dynasty = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all empires in the game","any_empire = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets all epidemics in the world","any_epidemic = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every epidemic_type in the database","any_epidemic_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["true if any child is false (equivalent to NAND)",""],["Iterate through every geographical_region in the database","any_geographical_region = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every government_type in the database","any_government_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all active Great Projects.","any_great_project = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every great_project_type in the database","any_great_project_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all hegemonies in the game","any_hegemony = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every holding_type in the database","any_holding_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every house_aspiration in the database","any_house_aspiration = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every house_relation_level in the database","any_house_relation_level = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every house_relation_type in the database","any_house_relation_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties that are important for at least some title","any_important_location = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all items in global list. list = name or variable = name","any_in_global_list = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all items in list. list = name or variable = name","any_in_list = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all items in local list. list = name or variable = name","any_in_local_list = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Independent rulers list with a COUNT tier or above who hold land","any_independent_ruler = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all inspirations in the world","any_inspiration = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters with an inspirations in the world","any_inspired_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all titles that are interested in any county","any_interested_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all kingdoms in the game","any_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets all legends in the world that have not been completed","any_legend = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every legend_type in the database","any_legend_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all living characters","any_living_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all mercenary companies","any_mercenary_company = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all open invite activities in the world","any_open_invite_activity = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all player characters","any_player = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters in the pool of the given province","any_pool_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all provinces (skips non-land and impassable provinces)","any_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all religions in the game","any_religion_global = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Rulers list with a COUNT tier o above.\nCan optionally filter by:\n* government:\tgovernment_type_filter = government_type:mandala_government (accepts saved scopes)\n* faith:\t\tfaith_filter = faith:catholic (accepts saved scopes)\n* culture:\t\tculture_filter = culture:greek (accepts saved scopes)\n* tier:\t\t\ttier_filter = kingdom (use county/duchy/kingdom/empire/hegemony, without tier_prefix. baronies are not supported)\n* independent:\tonly_independent = yes (if unspecified or set to 'no' vassals will be included in the list)","any_ruler = {\n\tgovernment_type = government_type:feudal_government\n\tonly_independent = yes\n\ttier = duchy\n\n\tlimit = {}\n\n\tyour effect...\n}\nany_ruler = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all provinces with a special building slot (built or un-built)","any_special_building_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets all available and accepted task contracts.\nOptionally specify a contract type filter\nany_task_contract = { <count=num/all> / <percent=fixed_point> <triggers> }","any_task_contract = { task_contract_type = laamp_raid_contract }"],["Iterate through every task_contract_type in the database","any_task_contract_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every trait in the database","any_trait = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all traits in a given category\nany_trait_in_category = { <count=num/all> / <percent=fixed_point> <triggers> }","any_trait_in_category = { category = fame/health/etc }"],["Iterate through every vassal_contract in the database","any_vassal_contract = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Conditionally cause an assert during run time","assert_if = { limit = { X } text = Y }, where X is a trigger and Y is an optional string"],["Conditionally cause an assert during read time","assert_read = X, where X is yes or the string to be printed in the assert"],["Returns true if the specified number of sub-triggers return true","calc_true_if = { amount = 2 <trigger> <trigger> <trigger> }"],["Can the specified tutorial lesson be started?\nAn interface trigger, can only be used in specific places","can_start_tutorial_lesson = reactive_advice_succession"],["Compare the current computer date.\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Compare the current computer day.\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Compare the current computer month.\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Compare the current computer year.\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Compare the current ingame date.",""],["Compare the current ingame day [1, 31]",""],["Compare the current ingame month [1..12]",""],["What is number of tooltips open rigth now?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Compare the current ingame year",""],["Wraps triggers that get a custom description instead of the auto-generated one\ntext = <trigger_localization_key>\nsubject = <optional subject scope> #defaults to current scope\nobject = <optional object scope>\nvalue = <optional script value>\n... triggers ...\n}","custom_description = {"],["Replaces the tooltips for the enclosed triggers with a custom text\ntext = <text>\nsubject = <scope> (optional)\n<trigger>\n}","custom_tooltip = {"],["Log whether the parent trigger succeeded or failed",""],["Log whether the parent trigger succeeded or failed. Log which children succeeded or failed",""],["Checks if the game is in debug mode or not.",""],["Checks whether the specified scope target exists (check for not being the null object)","exists = from.owner.var:cool_var.mother"],["Compare the date of the bookmarked game launched.",""],["Checks the size of a variable list\nWhere X is the name of the variable\nWhere Y is a script value or number","variable_list_size = { name = X target >= Y }"],["Checks whether the current scope has all of the specified variables set\nname = variable_name1\nname = variable_name2\nname = variable_name3\n}","has_all_variables = {"],["Does the host have this DLC",""],["Does the host have DLC that enables this particular feature",""],["Is the given game rule setting enabled?","has_game_rule = faster_conversion"],["Checks whether the current scope has the specified variable set","has_global_variable = name"],["Checks whether the current scope has the specified variable list set","has_variable_list = name"],["Has the local player opened a court event in the royal court view?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Has the local player seen the unopened court event(s) waiting in the royal court view?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Has the local player an unopened court event waiting in the royal court view?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Checks whether the current scope has the specified variable set","has_local_variable = name"],["Checks whether the current scope has the specified variable list set","has_variable_list = name"],["Checks if the current map mode is the specified one\nAn interface trigger, can only be used in specific places","has_map_mode = realms"],["Does the game have at least two players currently connected?",""],["Checks whether the current scope has none of the specified variables set\nname = variable_name1\nname = variable_name2\nname = variable_name3\n}","has_none_of_variables = {"],["Does the player have a reward item\nAn interface trigger, can only be used in specific places",""],["Checks whether the current scope has any of the specified variables set\nhas_variable = {\nname = variable_name1\nname = variable_name2\nname = variable_name3\n}","has_variable = variable_name"],["Checks whether the current scope has the specified variable list set","has_variable_list = name"],["Does the scoped vassal character have the given vassal stance","has_vassal_stance = glory_hound"],["Is there a war result message with the specified outcome?\nAn interface trigger, can only be used in specific places","has_war_result_message_with_outcome = victory/defeat/white_peace/invalidated/any"],["Is the nickname bad?",""],["is the specified front end character selected (also can be used with \"= yes\" and \"= no\")?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["is the specified in-game view open?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Is the gamestate tutorial active? See save_progress_in_gamestate in tutorial_lesson_chains documentation.\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Checks if a target in in a list",""],["Is the mercenary company within the hiring range of the target character.","is_mercenary_in_hire_range = scope:character"],["is the player playing a character?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Was the target character the preferred heir of the scoped character","was_preferred_heir = scope:character"],["Checks whether the specified scope target has been set (includes being the null object)","is_set = from.owner.var:cool_var.mother"],["Checks if a target is in a variable list\nWhere X is the name of the variable\nWhere Y is an event target","is_target_in_variable_list = { name = X target = Y }"],["Checks if a target is in a variable list\nWhere X is the name of the variable\nWhere Y is an event target","is_target_in_variable_list = { name = X target = Y }"],["Checks if a target is in a variable list\nWhere X is the name of the variable\nWhere Y is an event target","is_target_in_variable_list = { name = X target = Y }"],["Checks if any currently existing landed title uses the specified custom localization name key.","is_custom_title_name_key_used = my_title_localization_key"],["is the tooltip with the specified name open?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Is the tutorial active?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Is this the current tutorial lesson?\nAn interface trigger, can only be used in specific places","is_tutorial_lesson_active = reactive_advice_succession"],["Has the tutorial lesson chain with the specified key been finished?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["has the tutorial lesson with the specified name been finished?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Has the tutorial lesson step been finished?\nAn interface trigger, can only be used in specific places","is_tutorial_lesson_step_completed = lesson_key:step_key"],["is the war overview open at a specified tab (victory, defeat, white_peace)?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Is the widget with the specified `widgetid` open (visible and not animating)?\nThe fastest and safest way to check. (replaces old `is_widget_open` functionality, which operated on names.)\nAn interface trigger, can only be used in specific places",""],["Checks the size of a list\nWhere X is the name of the list\nWhere Y is a script value","list_size = { name = X value >= Y }"],["Checks the size of a variable list\nWhere X is the name of the variable\nWhere Y is a script value or number","variable_list_size = { name = X target >= Y }"],["Does the scoped character meet the legitimacy expectations of the target AI vassal","meets_legitimacy_expectation_of = scope:some_vassal"],["How many months it has been since the start of the game","months_from_game_start > 5"],["a negated AND trigger",""],["a negated OR trigger",""],["negates content of trigger",""],["at least one entry inside trigger must be true",""],["How many perks does this lifestyle have?",""],["How many perks does this lifestyle have?",""],["How many perks does this lifestyle have?",""],["How many perks does this lifestyle have?",""],["How many perks does this lifestyle have?",""],["How many perks does this lifestyle have?",""],["Checks if the game is in release mode or not.",""],["Saves the scoped character's opinion of the target character as an arbitrarily-named target to be referenced later in the in the same trigger","save_temporary_opinion_value_as = { name = <string> target = x"],["Saves a temporary target for use during the trigger execution",""],["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 }"],["Checks if the game is currently running scripted tests.",""],["can disturbing portrait modifiers be shown?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["can nudity be shown?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Switch on a trigger for the evaluation of another trigger with an optional fallback trigger.\ntrigger = simple_assign_trigger\ncase_1 = { <triggers> }\ncase_2 = { <triggers> }\ncase_n = { <triggers> }\nfallback = { <triggers> }","switch = {"],["Check if the current date is within the bounds\nmin = 11.1 # default: beginning of year\nmax = 2.29 # default: end of year\n}\nDates are formatted as \"<month>.<day>\" or just \"<month>\".\nThe check includes the min and max dates.\nmin can be larger than max, in this case we wrap around to the next year (i.e., February is between October and March).","time_of_year = {"],["Evaluates the triggers if the display_triggers of preceding 'trigger_if' or 'trigger_else_if' is not mettrigger_if = { limit = { <display_triggers> } <triggers> }","trigger_else = { <triggers> }"],["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 mettrigger_if = { limit = { <display_triggers> } <triggers> }","trigger_else_if = { limit = { <display_triggers> } <triggers> }"],["Evaluates the triggers if the display_triggers of the limit are met","trigger_if = { limit = { <display_triggers> } <triggers> }"],["Checks the size of a variable list\nWhere X is the name of the variable\nWhere Y is a script value or number","variable_list_size = { name = X target >= Y }"],["Was the target character the preferred heir of the scoped character","was_preferred_heir = scope:character"],["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> } }"],["How many years it has been since the start of the game","years_from_game_start > 5"],["Get character age: scope:character = { age > 16 }",""],["AI boldness",""],["AI compassion",""],["The AI's diplomatic view of the target character\ntarget = target_character\nstance = neutral/threat/enemy/friend\n}","ai_diplomacy_stance = {"],["AI energy",""],["AI greed",""],["AI honor",""],["AI rationality",""],["AI sociability",""],["target = other character value >/</= sum of differences in ai values","target = other character value >/</= sum of differences in ai values"],["AI vengefulness",""],["Compares the scope character's base willingness to make the contribution specified\nscope:my_char.contribution_ai_will_do( scope:great_project_contribution ) > 25",""],["AI zeal",""],["check if all the scoped characters court artifact slots are empty or full",""],["check if all the scoped characters inventory artifact slots are empty or full",""],["Can the scope owner have concubines?",""],["Can the scope owner have more concubines?",""],["Can the scope owner have more spouses?",""],["Compares the scoped character's amenity level in the given type to the given value\ntarget = food\nvalue >= 5\n}\namenity_level:court_lodging_standards > 1","amenity_level = {"],["Iterate through all acclaimed knights employed by a given character","any_acclaimed_knight = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all Accolades of a given liege character's Acclaimed Knights","any_accolade = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all active Accolades of a given liege character's Acclaimed Knights\nOptionally specify an accolade parameter filter\nany_active_accolade = { <count=num/all> / <percent=fixed_point> <triggers> }","any_active_accolade = { accolade_parameter = accolade_organize_army_bonus }"],["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> }"],["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> }"],["Iterate through all allies","any_ally = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all the ancestors of the scope character up to 5 generations","any_ancestor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all armies","any_army = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all task contracts of location of root province","any_available_task_contract = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets all accepted task contracts of the root character\nOptionally specify a contract type filter\nany_character_active_contract = { <count=num/all> / <percent=fixed_point> <triggers> }","any_character_active_contract = { task_contract_type = laamp_raid_contract }"],["Iterate through all artifacts in a given characters inventory","any_character_artifact = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets epidemics affecting the scoped character","any_character_epidemic = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all situations that a character is participating in","any_character_situation = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all struggles that character is involved in. Optional: Narrow down the involvement status *_chracter_struggle = { involvement = involved | interloper }","any_character_struggle = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets all task contracts of the scoped character\nOptionally specify a contract type filter\nany_character_task_contract = { <count=num/all> / <percent=fixed_point> <triggers> }","any_character_task_contract = { task_contract_type = laamp_raid_contract }"],["Scopes from a character to a neighboring county (incl. across water, looking trough the de Jure lieges)","any_character_to_title_neighboring_and_across_water_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a character to a neighboring duchy (incl. across water, looking trough the de Jure lieges)","any_character_to_title_neighboring_and_across_water_duchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a character to a neighboring empire (incl. across water, looking trough the de Jure lieges)","any_character_to_title_neighboring_and_across_water_empire = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a character to a neighboring kingdom (incl. across water, looking trough the de Jure lieges)","any_character_to_title_neighboring_and_across_water_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a character to a neighboring county (looking trough the de Jure lieges)","any_character_to_title_neighboring_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a character to a neighboring duchy (looking trough the de Jure lieges)","any_character_to_title_neighboring_duchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a character to a neighboring empire (looking trough the de Jure lieges)","any_character_to_title_neighboring_empire = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a character to a neighboring kingdom (looking trough the de Jure lieges)","any_character_to_title_neighboring_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all traits a character has","any_character_trait = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Wars of the scoped character","any_character_war = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all children","any_child = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all claimed artifacts of the scoped character","any_claimed_artifact = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all the close family [father, mother, siblings, children, grandparents]","any_close_family_member = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all concubines","any_concubine = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all consorts (concubines and spouses)","any_consort = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all contact characters of the root character","any_contact = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all councillors","any_councillor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all valid candidates for a court position type.\n*_court_position_candidate = {\nOR\ncourt_position = scope:my_scoped_court_position_type\n...\n}\nany_court_position_candidate = { <count=num/all> / <percent=fixed_point> <triggers> }","court_position = bodyguard_court_position"],["Iterates through all characters that employ the scoped character in any court position.","any_court_position_employer = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterates through all characters employed by the scoped character in the target court position.","any_court_position_holder = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all courtiers","any_courtier = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all courtiers that are away","any_courtier_away = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all courtiers and guests (pool and foreign court guests)","any_courtier_or_guest = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all de jure claims for a character","any_de_jure_claim = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all character in the diarchy line of succession.If there's no active diarchy or active one doesn't have succession,it iterates over regency candidates","any_diarchy_succession_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all diplomacy-based councillors","any_diplomacy_councillor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all directly owned provinces","any_directly_owned_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all titles the scoped character can vote on","any_election_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all equipped artifacts in a given characters inventory","any_equipped_character_artifact = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all the extended family [uncles/aunts, nephew/niece, cousins]","any_extended_family_member = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all former concubines. Not persisted past death","any_former_concubine = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all former concubinists. Not persisted past death","any_former_concubinist = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all former spouses","any_former_spouse = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all councillors that are not related to a skill","any_general_councillor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all grand-parents of the scope character","any_grandparent = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all great-grand-parents of the scope character","any_great_grandparent = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Heirs of the scoped character","any_heir = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all titles the scoped character is heir to","any_heir_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all held landed titles. Optionally specify a tier filter\nany/every/ordered/random_held_title = { title_tier >= county }","any_held_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all hired mercenary companies","any_hired_mercenary = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all hostages currently abroad","any_home_court_hostage = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters this character has a hook on","any_hooked_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all intrigue-based councillors","any_intrigue_councillor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all activities a character has been invited to","any_invited_activity = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all knights","any_knight = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all secrets known by the character","any_known_secret = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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. Includes land borders extended due to tributaries.","any_land_neighboring_realm_with_tributaries = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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. Includes land borders extended due to tributaries.","any_land_neighboring_realm_with_tributaries_owner = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all learning-based councillors","any_learning_councillor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all lieges above a character (skipping the character themselves)","any_liege_or_above = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all MaA regiments","any_maa_regiment = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all martial-based councillors","any_martial_councillor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all memories of a character\nOptionally specify a memory type filter\nany_memory = { <count=num/all> / <percent=fixed_point> <triggers> }","any_memory = { memory_type = completed_rites_of_passage }"],["A sub-realm or realm bordering the scope character's realm (including across water). Returns counts and above.","any_neighboring_and_across_water_realm_owner = { <count=num/all> / <percent=fixed_point> <triggers> }"],["A sub-realm or realm bordering the scope character's realm (including across water) and has the same rank as the scope character (look for lieges of he owner of the land if necessary)","any_neighboring_and_across_water_realm_same_rank_owner = { <count=num/all> / <percent=fixed_point> <triggers> }"],["A realm with a different top liege neighboring the realm of the scope 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> }"],["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> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain (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_suzerain_realm = { <count=num/all> / <percent=fixed_point> <triggers> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain (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_suzerain_realm_owner = { <count=num/all> / <percent=fixed_point> <triggers> }"],["A sub-realm or realm bordering the scope character's realm. Returns counts and above.","any_neighboring_realm_owner = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["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. Includes land and water borders extended by including tributaries.","any_neighboring_realm_with_tributaries_owner = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["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> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain; switches to the realm's top title. Can be based on borders a day or two out of date","any_neighboring_top_suzerain_realm = { <count=num/all> / <percent=fixed_point> <triggers> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain; switches to the holder of the realm. Can be based on borders a day or two out of date","any_neighboring_top_suzerain_realm_owner = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all noble family titles in the realm of scoped character.\nIf the character is not independent this will return an empty list.","any_noble_family = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all the spouse candidates of the opposite sex of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","any_opposite_sex_spouse_candidate = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all owned stories for a character\nOptionally specify a story type filter\nany_owned_story = { <count=num/all> / <percent=fixed_point> <triggers> }","any_owned_story = { type = story_cycle_pet_cat }"],["Iterate through all (both) parents","any_parent = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all holy orders that the scoped character is a patron of","any_patroned_holy_order = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all personally claimed artifacts of the scoped character","any_personal_claimed_artifact = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through characters this player has pinned","any_pinned_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through provinces this player has pinned","any_pinned_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through titles this player has pinned","any_pinned_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through characters whose player has this character pinned","any_pinning_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters the player playing this character has played. Matches the game over legacy, except for excluding the currently played character","any_played_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through player heirs, capped at the first 10","any_player_heir = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Get all legends in a player character library.","any_player_legend_library = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all potential selectable marriage or betrohed options","any_potential_marriage_option = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all powerful families in this character's realm.\nIf the character is not independent this will return an empty list.","any_powerful_family = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through the all powerful vassals of a character","any_powerful_vassal = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all landed titles character is pretender to","any_pretender_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all primary war enemies","any_primary_war_enemy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all prisoners","any_prisoner = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all prowess-based councillors","any_prowess_councillor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all counties that are on the edge of your realm bordering a different neighboring realm.","any_realm_border_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties in the realm. Based on top liege","any_realm_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all de jure 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> }"],["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> }"],["Iterate through all realm provinces of a character","any_realm_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all the spouse candidates of the same sex of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","any_same_sex_spouse_candidate = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all schemes owned by the character\nOptionally specify a type filter\nany_scheme = { <count=num/all> / <percent=fixed_point> <triggers> }","random_scheme = { type = befriend }"],["Iterate through all secrets of the character\nOptionally specify a secret type filter\nany_secret = { <count=num/all> / <percent=fixed_point> <triggers> }","random_secret = { type = secret_lover }"],["Iterate through all siblings","any_sibling = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all sponsored inspirations","any_sponsored_inspiration = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all spouses","any_spouse = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all the spouse candidates of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","any_spouse_candidate = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all stewardship-based councillors","any_stewardship_councillor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all baronies in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","any_sub_realm_barony = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","any_sub_realm_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all duchies in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","any_sub_realm_duchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all empires in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","any_sub_realm_empire = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all kingdoms in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","any_sub_realm_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all titles in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","any_sub_realm_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all vassals and tributaries","any_subject = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all candidates supported by the scoped investor character for any title\nIt may contain people outside of investor's top realm or no longer valid for appointment","any_succession_appointment_invested_candidate = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all titles that has candidates supported by the scoped investor\nIt may contain titles outside of investor's top realm, and so invalid for appointment,\nand candidates may be already dead","any_succession_appointment_invested_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all factions targeting the scope character\nOptionally specify a faction type filter\nany_targeting_faction = { <count=num/all> / <percent=fixed_point> <triggers> }","any_targeting_faction = { faction_type = independence_faction }"],["Iterate through all schemes targeting the character","any_targeting_scheme = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all secrets that target the specified scope","any_targeting_secret = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterates through all Tax Collectors employed by the scoped character","any_tax_collector = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterates through all Vassals the scoped Character is the Tax Collector for","any_tax_collector_vassal = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterates through all Tax Slots the scoped character has","any_tax_slot = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties that are on the edge of your realm bordering a different neighboring top realm.","any_top_realm_border_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all tributaries","any_tributary = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters that have a truce on this character","any_truce_holder = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters this character has a truce on","any_truce_target = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterates through all unassigned taxpayers for scoped Character","any_unassigned_taxpayers = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all unspent secrets known by the character","any_unspent_known_secret = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all DIRECT vassals\nOptionally specify a vassal stance filter\nany_vassal = { <count=num/all> / <percent=fixed_point> <triggers> }","any_vassal = { vassal_stance = parochial }"],["Iterate through ALL vassals, not just direct vassals\nOptionally specify a vassal stance filter\nany_vassal_or_below = { <count=num/all> / <percent=fixed_point> <triggers> }","any_vassal_or_below = { vassal_stance = parochial }"],["Iterate through all direct war allies","any_war_ally = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all direct war enemies","any_war_enemy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all hostages having this warden","any_warden_hostage = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Charater's accumulated score for appointment for the target title.\nOnly investment count, and not character personality.\ntarget = scope:title\nvalue >= scope:fixed_point\n}\n\"appointment_candidate_accumulated_score(scope:title)\" >= value","appointment_candidate_accumulated_score = {"],["Charater's total score for appointment for the target title\ntarget = scope:title\nvalue >= scope:fixed_point\n}\n\"appointment_candidate_score(scope:title)\" >= value","appointment_candidate_score = {"],["Compare character's currency level required for appointment for target title\n\"scope:character.appointment_level_for_title(scope:target_title)\" > 2)\nscope:character = {\ntarget = scope:target_title\nvalue > 2\n}\n}","appointment_level_for_title = {"],["How many days until charcater can participate in appointment",""],["What is the scoped character's aptitude in the target court position type? aptitude = { court_position = court_position_type value >= 1 }",""],["Attraction value for the scoped character",""],["average_amenity_level >= 3\nCompares the scoped character's average amenity level to the given value, you probably never want to check for direct equality since the average will be some decimal number","Compares the scoped character's average amenity level to the given value, you probably never want to check for direct equality since the average will be some decimal number"],["does the character have the required barter goods?",""],["Base weight of the scoped character","base_weight > 10"],["Check character against task contract requirement triggers?\nscope:actor = { can_accept_task_contract = SCOPE_TASK_CONTRACT }",""],["will trying to hook the target character override the current hook? (if no current hook, always returns true)\ntarget = <character>\ntype = <hook type>\ndays/months/year = whatever (optional; will use the duration from the type if not provided)\n}","can_add_hook = {"],["Can this character pay for the current treasury enact budget costs?",""],["Can character be appointed for the target title.\nAppointment is only allowed for main administrative tier of the holder's government and above,\nand if it's top tier title for the holder",""],["can_arrive_in_time_to_activity_minimum = target_activity\nCan the scoped character arrive to the target activity in time? (only does rough but performance consideration)",""],["Is this scoped character valid to assign to target tax slot\nscope:character = { can_assign_to_tax_slot = scope:tax_slot }",""],["can the scope target be attacking the defender based on their liege-vassal relations?",""],["Can the given character potentially be the Acclaimed Knight of an Accolade?",""],["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",""],["can the scoped character be employed as target court position type?",""],["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",""],["Can the scoped character be tributary of target character",""],["Can the scoped character become owner of the provided legend?\nscope:character = {\n}","can_become_owner_of_legend = <legend>"],["Can the scoped character benefit from the main bonuses of this artifact?",""],["can the character create the faction of the specified type against the specified character?","can_create_faction = { type = X target = Y }"],["Can target character create MaA of specified type",""],["scope:owner = { can_create_task_contact = { type_name = <key> employer = <character> }\nCan create task contract with <key> type and employer(optional)","can_create_task_contact = <key>"],["Can the scoped character declare war on the defender with the specified casus bellis on the defender character for the target titles with an optional claimant. can_declare_war = { defender = X casus_belli = Y target_titles = { Z } claimant = A }",""],["Can this ruler diverge their culture? Includes checking the cost",""],["Can this ruler diverge their culture? Does not check the cost",""],["Can scoped charater embrace new culture tradition?\nscope:character = { can_embrace_tradition = scope:new_tradition }\nscope:character = {\ntradition = scope:new_tradition\nreplace = my_old_tradition\n}\n}","can_embrace_tradition = {"],["Can the scoped character employ the target court position type and is the position vacant?",""],["Can the scoped character equip given artifact?",""],["Is the scoped character able to execute the asigned decision?",""],["Checks if the Character can fund the specified Contribution. The Contribution must be specified as scoped object.\nNotice this will check for the triggers in the Contribution, but will also check if the Contribution wasn't already funded or was locked due to the Project being started.","<scope:character> = {\n\tcan_fund_project_contribution = var:saved_contribution\n}"],["can the character have children? Only checks hard blocks from traits, not fertility","can_have_children = yes/no"],["can_host_activity = target_activity\nCan the scoped character host the target activity type",""],["Can this ruler hybridize with the target culture? Includes checking the cost",""],["Can this ruler hybridize with the target culture? Does not check the cost",""],["can_join_activity = target_activity\nCan the scoped character join the target activity",""],["Can the scope character join the faction? can_join_faction = faction","can_join_faction = faction"],["Can the scope character create if join a faction against the target?\ncan_join_or_create_faction_against = {\nwho = scope:faction_target\nfaction = faction_key # optional\ncheck_in_a_faction = no # default: yes\n}","can_join_or_create_faction_against = scope:faction_target"],["Interface trigger for checking if the scoped Nomad can raze the holding of the provided province using the Raze Holding command.\nscope:nomad = { can_nomad_raze_holding = scope:province }",""],["Checks if the given Character can start planning a Great Project with the given type somewhere in their realm.\nWill check both is_shown and can_start_planning triggers, as well as the cost required to start the project.","<scope:character> = {\n\tcan_plan_great_project = scope:great_project_type\n}"],["Checks if the given Character can start planning a Great Project with the given key in the given province. Use the key from the DB to refer to the project.\nWill fail if the planner or project type are invalid.","<scope:character> = {\n\tcan_plan_great_project_in_province = {\n\t\ttype_name = <key>\n\t\tprovince = <province>\n\t}\n}"],["can_sponsor_inspiration = inspiration\nCan the scoped character sponsor the target inspiration","Can the scoped character sponsor the target inspiration"],["can the character start the scheme?","can_start_scheme = { type = X target = Y }"],["Checks if the ruler has can_vassals_be_attacked modifier\nscope:character = {\n}","can_vassals_be_attacked = yes"],["cease_tribute_payments_ai_chance > 10\nGets the ai_chance value of the cease_tribute_payments_interaction ai_chance",""],["Does the character have a commander trait that the scope does not?",""],["Is the scoped character a realm neighbor of the target? Meaning they're independent or has the same liege, and border your realm.",""],["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",""],["What is the ratio of the scoped character's men-at-arms gold expenses, relative to their income?\nSimilar calc compared to `ai_men_at_arms_expense_gold_min` / `ai_men_at_arms_expense_gold_ideal`.\n(Relative value 0.0 - 1.0 - *, where 1.0 is all income, unraised maa costs)",""],["What is the ratio of the scoped character's men-at-arms prestige expenses, relative to their income?\nSimilar calc compared to `ai_men_at_arms_expense_prestige_min` / `ai_men_at_arms_expense_prestige_ideal`.\n(Relative value 0.0 - 1.0 - *, where 1.0 is all income, unraised maa costs)",""],["What is the ratio of the scoped character's men-at-arms treasury expenses, relative to their income?\nSimilar calc compared to `ai_men_at_arms_expense_treasury_min` / `ai_men_at_arms_expense_treasury_ideal`.\n(Relative value 0.0 - 1.0 - *, where 1.0 is all income, unraised maa costs)",""],["Was the scoped character's current enacted treasury budget capacity (aka spendable Treasury) this big?",""],["Is the scoped character's new treasury budget capacity (aka spendable Treasury right now) this big?",""],["does the character controls all counties and baronies inside de jure title (no hostile occupation either)?",""],["does the character controls all counties and baronies inside the specified region (no hostile occupation either)?",""],["Is the scoped character's monthly progress on their assigned council task this big?",""],["Gets the base court grandeur value for a character, always NRoyalCourt::COURT_GRANDEUR_MIN for those without one",""],["Gets the current court grandeur value for a character, always NRoyalCourt::COURT_GRANDEUR_MIN for those without one",""],["Gets the current court grandeur level for a character, always 0 for those without one",""],["Gets the minimum expected court grandeur value for a character, always NRoyalCourt::COURT_GRANDEUR_MIN for those without one",""],["Gets the minimum expected court grandeur level for a character, always 0 for those without one",""],["How many court positions the scoped character CAN currently employs",""],["How many court positions the scope character currently employs",""],["Check if the chance to create a faction against a target of the scope character is is true against the scripted value\ntype = faction_type #An ongoing faction\ntarget = target_character\nvalue <|<=|>=|> 0\n}","create_faction_type_chance = {"],["Get the current domain fertility of the scoped character",""],["Is the scoped character's current military strength this big?",""],["Is the scoped character's current raised military strength this big?",""],["Current weight of the scoped character","current_weight > 10"],["Current weight of the scoped character as a value for portraits scaled between 0.0 and 1.0","current_weight_for_portrait > 0.1"],["Number of days this character has been a ruler, returns -1 if character isn't a ruler",""],["number of days the character has been imprisoned for (0 if not imprisoned)",""],["Number of days the character has been in peace (0 if in war). Raids count as 'not peace'",""],["Number of days the character has been in peace (0 if in peace)",""],["number of days since the character has died.",""],["days_since_joined_court > 5\nGets the days since scoped character joined their current court","days_since_joined_court > 5"],["Days since this vassal's liege's dynasty started ruling over this vassal",""],["Does the scoped character have the given death reason?","death_reason = death_natural_causes"],["Is the scoped character's debt level this value? -1 if not meeting any debt level threshold.\n0 for the first one, and so on.\nNote that this might not match exactly with the modifier in effect as it calculates what the modifier will be now, and the character's actual modifier can lag behind",""],["Diarch aptitude score for the scoped (potential) diarch",""],["Diarch loyalty score for the scoped (potential) diarch\nscope:diarch = { diarch_loyalty >= 50 }",""],["Get diarchy scales of power swing\nscope:liege = { diarchy_swing > 50 }",""],["does the character have the required diplomacy skill level?",""],["does the character have the required diplomacy skill level difference against target?","diplomacy = { target = character value <= script_value abs = yes/no(optional, default no) }"],["Diplomacy skill scaled between 0.0 and 1.0 for portraits",""],["How many perk points available does the character have?",""],["How many perks from this lifestyle does the character have?",""],["How many perks from this lifestyle can the character currently unlock? This checks that they have the parent perks, and that the can_be_picked is met. It doesn't check perk points",""],["How many perk points available does the character have?",""],["Does the AI liege in a vassal contract desire changing an obligation level - only applies to Admin Province Type obligations",""],["Does the AI liege in a vassal contract desire changing an obligation level",""],["Does the AI subject in a subject contract desire changing an obligation level - only applies to Admin Province Type obligations",""],["Does the AI subject in a subject contract desire changing an obligation level",""],["Does the AI vassal in a vassal contract desire changing an obligation level",""],["Is the scoped character's domain limit this big?",""],["Is there this much space left in the character's domain limit? Negative values also work for checking characters that are above their limit",""],["Is the scoped character's domain this big in comparison to their limit?",""],["Is the scoped character's domain this big?",""],["Is the scoped character's domain this big? Does not count titles currently in the grace period",""],["does the character have the required dread?",""],["AI boldness modified by the dread of the specified character\ncharacter = root\t# the character whose dread is affecting the target character\nvalue >= 5\n}","dread_modified_ai_boldness = {"],["is the character old/young enough? If immortal, this uses the age they became immortal at",""],["is the scoped character employing a target court position type?",""],["employs_tax_collector = yes\nDoes the scoped character have any Tax Collectors employed?",""],["does the character have the required fertility?",""],["Does the character have this much focus progress",""],["does the character have the required gold?",""],["checks if the government of the character allows something",""],["checks if the government of the character disallows something",""],["checks if the government of the character has a specific flag",""],["Does the target character have access to MaA of specified type (excluding through tributaries)",""],["Does the scoped character has an active diarchy",""],["Does the diarch have this mandate active?\nscope:diarch = { has_active_mandate = live_long_and_prosper }",""],["has_activity_intent = key\nDoes the scoped character have the given activity intent",""],["has_activity_state > travel/passive/active\nDoes the scoped character have the given state in their currenty involved activity",""],["does the scoped character have any artifacts?",""],["does the scoped character have any artifact claims at all? ( CHEAP )",""],["does the scope character have any casus bellis on the taget character?",""],["does the scoped character have any court positions?",""],["does the scope character have any casus bellis on the taget character that should be displayed? (Allowed to fail valid_to_start_display_regardless)",""],["Does the character have any focus set?",""],["Has the scope character any nickname?",""],["Does the scoped character have an opinion toward anyone with the target reason?","has_any_opinion_with_reason = imprisonment_reason"],["does the scope character have any scripted relation with the taget character?",""],["does the scope character have any secret relation with the taget character?",""],["Does the character have any secrets?",""],["does the scoped character have any unequipped artifacts?",""],["Does the character has a high enough Influence Level for appointment for target title? Will ignore current title laws.\nscope:character = {\n}","has_appointment_influence_level_for_title_tier = scope:target_title"],["Has scoped investor supported appointment of target character in the same realm.\nIgnores if candidate has a valid reason to be appointed\nscope:investor = {\n}","has_appointment_investment_in_character = scope:candidate"],["Has scoped investor supported appointment for target title in the same realm.\nReturns true even for dead candidates, for the sake of efficiency.\nscope:investor = {\n}","has_appointment_investment_in_title = scope:title"],["Does the character has currency level sufficient for appointment for target title\nscope:character = {\n}","has_appointment_level_for_title = scope:target_title"],["Does the character has a high enough Merit Level for appointment for target title? Will ignore current title laws.\nscope:character = {\n}","has_appointment_merit_level_for_title_tier = scope:target_title"],["Does the character has a high enough Level of Devotion for appointment for target title? Will ignore current title laws.\nscope:character = {\n}","has_appointment_piety_level_for_title_tier = scope:target_title"],["Does the character has a high enough Prestige Level for appointment for target title? Will ignore current title laws.\nscope:character = {\n}","has_appointment_prestige_level_for_title_tier = scope:target_title"],["Does the scoped character have a personal or house claim on the target artifact",""],["Does the scoped character have Hostages abroad?",""],["Has the scope character a bad nickname?",""],["Does the character have the banish reason towards the target?",""],["does the scope character have the specified casus bellis on the taget character? Invalid target returns false automatically. has_cb_on = { target = X casus_belli/cb = Y }","has_cb_on = { target = X casus_belli/cb = Y }"],["Does the character have this flag?",""],["Does the scoped character have a given modifier","has_character_modifier = name"],["Does the scoped character have the duration remaining on a given modifier","has_character_modifier_duration_remaining = name"],["does the character have an explicit claim on the target title?",""],["has_completed_activity_intent = { type = <key> target = <character> }\nHas the scoped character completed an intent of the given type in their involved activity, optionally against a specific target.","has_completed_activity_intent = <key>"],["has_completed_inspiration = bool\nChecks if the scoped character has ever completed an inspiration","has_completed_inspiration = bool"],["Check if laamp has character as employer?\nscope:actor = { has_contact = SCOPE_CHARACTER }",""],["Does character have a council?",""],["Does the scoped character have the given position?",""],["does the scope character have a councillor for the specified skill?","has_councillor_for_skill = X, where X is a skill name or 'general'"],["Is the character's court language the given language?","has_court_language = language_norwegian"],["Is the character's court language the language of the target culture?","has_court_language_of_culture = scope:target_culture"],["is the scoped character holding the target court position type?",""],["has_court_type = court_diplomatic\nDoes the character have this court type?","Does the character have this court type?"],["Does the character have this culture?",""],["does the scope character have a dejure claim against the target?",""],["Does the dead character have this flag?",""],["Does the dead character have this variable?",""],["Does active diarchy have this parameter active for current power level?\nscope:liege = { has_diarchy_active_parameter = parameter_name }",""],["Can active diarchy have this parameter at some power level?\nscope:liege = { has_diarchy_parameter = parameter_name }",""],["Is scope character in a diarchy of a specific type?\nTrigger works even when there's no active diarchyscope:liege = { has_diarchy_type = regency }",""],["Does the character have the divorce reason towards the target?",""],["Does scoped character have a domicile?\nscope:character = { has_domicile = yes }",""],["Does scoped character have domicile temperament high?\nscope:character = { has_temperament_high = yes }",""],["Does scoped character have domicile temperament low?\nscope:character = { has_temperament_low = yes }",""],["Does scoped character have domicile temperament neutral?\nscope:character = { has_temperament_neutral = yes }",""],["How much is scared the scope character agains the target. 0 = not intimidated, 1 = intimidated, 2 = cowed.\ntarget = X\nlevel >/</>=/<=/= Y\n}","has_dread_level_towards = {"],["does the character have a valid dynasty?",""],["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 }"],["does the scoped character have any employed court positions?",""],["Does the character have this ethnicity?",""],["Does the character have the execute reason towards the target?",""],["Does the character have this faith?","has_faith = faith:baltic_pagan"],["does the character have a valid living father?",""],["Does the current character have this first name / same as character? Cultural name equivalence is tested. Regnal name is used if set.\nNote: this is not a fast trigger, use with care.\nhas_first_name = { character = scope:character } # check first name / regnal name from the character","has_first_name = <localization_key> # All current script scopes available"],["Does the current character have this first name / same as character? Only exact name equivalence is tested. Regnal name is used if set.\nNote: this is not a fast trigger, use with care.\nhas_first_name_base_strict = { character = scope:character } # check first name / regnal name from the character","has_first_name_base_strict = <localization_key> # All current script scopes available"],["Does the character have this focus?",""],["Does the scope character have a council position to fill? (ignoring automatically filled positions)",""],["Does the character have the specified gene template? Only works for morph genes. An interface trigger. has_gene = { category = X template = Y }\nAn interface trigger, can only be used in specific places","has_gene = { category = X template = Y }"],["checks if the character has a specific government type","has_government = X\nWhere X is any government type (e.g. feudal_government, clan_government, tribal_government, etc.)"],["Does the character had a focus for that time?",""],["does the character have a hook on the target, has_hook = <character>","has_hook = <character>"],["does the character have a hook based on the target secret? example use: has_hook_from_secret = scope:saved_secret","has_hook_from_secret = scope:saved_secret"],["does the character have a hook on the target of the given type?, has_hook_of_type = { target = X type = Y }","has_hook_of_type = { target = X type = Y }"],["Does the character have the imprisonment reason towards the target?",""],["Does the character have this trait or a trait of this trait group amongst their inactive traits?",""],["Does the scoped character uses legitimacy","has_legitimacy = yes"],["Does the scoped character's current legitimacy level have the given flag","has_legitimacy_flag = cool_folk"],["Does the character have this lifestyle?",""],["does the character have a valid living mother?",""],["Does the character have this nickname?",""],["Does the character have the obedience reason towards the target?",""],["does the character have the specified opinion modifier on the target? (optional *value <|<=|=|>=|> X* or *value = { MIN MAX }* inclusive)","has_opinion_modifier = { target = X modifier = Y }"],["Does the scope character have an opposite relationship of the relation value with the target character? target = , relation =",""],["Does the current character have this first name / same as character? Cultural name equivalence is tested. Regnal names are ignored.\nNote: this is not a fast trigger, use with care.\nhas_first_name = { character = scope:character } # check first name from the character","has_first_name = <localization_key> # All current script scopes available"],["Does the current character have this first name / same as character? Only exact name equivalence is tested. Regnal names are ignored.\nNote: this is not a fast trigger, use with care.\nhas_first_name_strict = { character = scope:character } # check first name from the character","has_first_name_strict = <localization_key> # All current script scopes available"],["does the scoped character have any artifact claims that can be pressed? ( EXPENSIVE )",""],["Does this character own a scheme?",""],["has_pending_court_events = bool\nDoes the character have pending court events? Meaning court events that'll spawn when they next open the royal court view.\nCan only be used on player characters with a royal court.","has_pending_court_events = bool"],["Does the character have a pending interaction of the type? Only works if the scope is player-controlled.\nExample: has_pending_interaction = interaction_key","Example: has_pending_interaction = interaction_key"],["Does the character have this perk?",""],["Does the scoped character have a personal claim on the target artifact",""],["Does the scoped character have a legend seed of the specified legend type?.\nscope:character = {\n}","has_personal_legend_seed = heroic"],["Is the scoped character a player that has automated the target court position to auto-assign the best candidate?",""],["Is the scoped character a player that has automated the target court position to auto-assign the best candidate (or else show an event)?",""],["Is the scoped character a player that has automated the target court position to show events?",""],["Is the scoped character a player that has NOT automated the target court position?",""],["Does the given character have any potential knights that could be appointed as Acclaimed Knights?",""],["does the character has specific title as his primary title",""],["Does the character have prisoners?",""],["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"],["does the character have raised or gathering armies?",""],["Does the scoped character have the given realm law?",""],["Does the scoped character have a law with the given flag?",""],["Does the scoped character have a realm law in the given group?",""],["Does the current character have this regnal name / same as character? Cultural name equivalence is tested. (regnal numbers are not part of the regnal name)\nhas_regnal_name = { character = scope:character } # check regnal from the character","has_regnal_name = <localization_key> # All current script scopes available"],["Does the current character have this regnal name / same as character? Only exact name equivalence is tested. (regnal numbers are not part of the regnal name)\nNote: this is not a fast trigger, use with care.\nhas_regnal_name_strict = { character = scope:character } # check regnal from the character","has_regnal_name_strict = <localization_key> # All current script scopes available"],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Does the scope character have a specific flag on a relation with the target character? target = , relation = , flag =",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["does the character have a relation to the target? Matches the logic of the data system function HasRelationTo, has_relation_to = <character>",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Does the character have this religion?","has_religion = religion:buddhism_religion"],["Does the character have the revoke title reason towards the target?",""],["has_royal_court = bool\nDoes the scoped character have a royal court","Does the scoped character have a royal court"],["Does this character have a ruler objective?",""],["Is the character's court language the same language as the target character's?","has_same_court_language = scope:target_character"],["has_same_court_type_as = character\nDoes the character have the same court type as the target?","Does the character have the same court type as the target?"],["Does the character have the same culture as the target?",""],["Does the character have the same ethnicity as the target?",""],["Does the character have the same focus as the other?",""],["checks if the character has the same government type as another character",""],["do the two characters share a trait that is considered sinful by both of their respective faiths?\nscope:character_1 = { has_same_sinful_trait = scope:character_2 }","scope:character_1 = { has_same_sinful_trait = scope:character_2 }"],["do the two characters share a trait that is considered virtuous by both of their respective faiths?\nscope:character_1 = { has_same_virtue_trait = scope:character_2 }","scope:character_1 = { has_same_virtue_trait = scope:character_2 }"],["Does the given ruler, or the liege of the given courtier, have a countermeasure with the given parameter?\nCan only check for boolean parameters.","has_scheme_countermeasure_parameter = parameter_key"],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Was this mandate selected for the diarch?\nTrigger works even when there's no active diarchyscope:diarch = { has_selected_mandate = live_long_and_prosper }",""],["Does the character's sexuality match the scripted? (heterosexual, homosexual, bisexual, asexual, none). Characters that have yet to get a sexuality (children) have the none set.",""],["has_spawned_court_events = bool\nDoes the character have spawned court events? Meaning court events are shown (opened or not) in the royal court view.\nCan only be used on player characters with a royal court.","Does the character have spawned court events? Meaning court events are shown (opened or not) in the royal court view.\nCan only be used on player characters with a royal court."],["does the character have an explicit Pressed Claim on the target title?",""],["does the character have a strong hook on the target, has_strong_hook = <character>","has_strong_hook = <character>"],["does the character have an implicit Pressed Claim on the target title",""],["does the character have a strong hook on the target that is not on cooldown, has_strong_usable_hook = <character>","has_strong_usable_hook = <character>"],["Check if the character has a specific contract group\nscope:actor = { has_contract_group = { contract_group = <key> } }",""],["Does the scope the scoped character have any investors for their appointment towards the target title?\nscope:character = { has_succession_appointment_investors = scope:title }",""],["Has the scope character a faction targeting him/her?",""],["does the character hold the title?",""],["Does the character have this trait or a trait of this trait group?",""],["Compare the trait rank of a character to a value or other character.\ntrait = TRAIT_GROUP\nrank <=> number (can be script value) # need only one of rank or character\ncharacter <=> character target # need only one of rank or character\n}\nNote that not having the trait and having rank 0 counts as the same thing. rank < X on its own will therefore always return true for a character that does not have the trait.","has_trait_rank = {"],["does the scope character have a trait with a certain flag?","has_trait_with_flag = can_not_marry"],["Checks if the scopd character has the given amount of XP in the trait level track. Track name is required if the trait has multiple tracks, otherwise should not be provided.","has_trait_xp = { trait = <trait_key> track = <track_key> value = <script_value> }"],["Does the scoped character use treasury","has_treasury = yes"],["Does the scoped character qualify for the specified triggered legend seed?.\nscope:character = {\n}","has_triggered_legend_seed = king_arthur"],["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",""],["does the character have a hook on the target that isn't on cooldown, has_usable_hook = <character>","has_usable_hook = <character>"],["does the character have an explicit Unpressed Claim on the target title?",""],["does the character have a weak hook on the target. A strong hook will *not* count, has_weak_hook = <character>","has_weak_hook = <character>"],["does the character have an implicit Unpressed Claim on the target title",""],["does the character have the required health?",""],["what is the highest held landed title tier of the character?",""],["Is the skill the highest skill (excluding Prowess) of the character? True even when there are multiple skills with the same highest value.",""],["Is the skill the highest skill (including Prowess) of the character? True even when there are multiple skills with the same highest value.",""],["Is the scope character landed (holds a county or barony)?",""],["For how long has the scope character been a hostage? { days/months/years =,>,< X }",""],["is there an important action available to the character, but they dismissed it?","important_action_is_valid_but_invisible = important_action_key"],["is there an important action shown to the character?","important_action_is_visible = important_action_key"],["Is the scope character and the target character within each others diplomatic range?",""],["does the character have the required influence?",""],["does the character have the required influence level?",""],["does the character have the required intrigue skill level?",""],["does the character have the required intrigue skill level difference against target?","intrigue = { target = character value <= script_value abs = yes/no(optional, default no) }"],["Intrigue skill scaled between 0.0 and 1.0 for portraits",""],["How many perk points available does the character have?",""],["How many perks from this lifestyle does the character have?",""],["How many perks from this lifestyle can the character currently unlock? This checks that they have the parent perks, and that the can_be_picked is met. It doesn't check perk points",""],["How many perk points available does the character have?",""],["Is the scope character a leader of a faction?",""],["Is the scope character a member of a faction?",""],["Is the scoped character an acceptable fit to take over as successor of this Accolade?","is_acceptable_fit_for_accolade = accolade"],["Is the given character the Acclaimed Knight of an Accolade?",""],["Is the given character the Successor of an Accolade?",""],["Is the given activity type on cooldown for the current character.","is_activity_type_on_cooldown = activity_type_key"],["Is the scope character adult?",""],["Is the scope character an exposed agent in the target scheme?",""],["is the character played by AI?",""],["is the character alive or dead?",""],["Is the scope character allied to the target character in a war?",""],["Is the scope character allied to the target character?",""],["is the character at home?",""],["Is the character currently in the target province?",""],["Is the character currently in the same province as the target character?",""],["is the character at war? Does not consider your lieges' wars",""],["is the character at war as an attacker? Does not consider your lieges' wars",""],["is the character at war as a defender? Does not consider your lieges' wars",""],["Is the character at war with the target? Does not consider your lieges' wars",""],["is the character at war with their liege?",""],["is the scope character in the target war as an attacker?",""],["does the sexuality of the scope character make them attracted to the target character?",""],["Is the character attracted to men?",""],["Is the character attracted to women?",""],["A combined checks if a character is available\nAll options are optional. If option is missing, it's set to \"any\" - it will have no effect on the outcome of the trigger\nscope:charater = {\nai = no\nalive = yes\nfemale = no\nadult = no\nincapable = no # has any incapacitating trait\nimprisoned = no\nhostage = no\ntravel = no\nactivity = no\nruler = no\nadvanced_ruler = no # rulers with playable data that have access to all game mechanics\n# barons, rebels, merc and holy order leaders fail this check\nlanded = no\nin_army = no # commander or knight in the army on the map\nat_war = no\n}\n}","is_available_quick = {"],["Is the character away from the court?",""],["Is the scope character betrothed?",""],["is this character the bloc leader or bloc leader player heir of (target character)",""],["Is the scoped character making the target hostile due to having raided their (top-liege's) realm?","is_causing_raid_hostility_towards = scope:character"],["Is the character interaction specified available and potentially accepted for the target character?\nrecipient = character\ninteraction = interaction_name\nsecondary_actor = character <optional>\nsecondary_recipient = character <optional>\ntarget_title = title <optional>\nrequired_response = yes/maybe <optional>\nai_accept = min acceptance value <optional>\n}","is_character_interaction_potentially_accepted = {"],["Is the character interaction specified shown for the target character?\nrecipient = character\ninteraction = interaction_name\n}","is_character_interaction_shown = {"],["Is the character interaction specified valid (shown and usable) for the target character?\nrecipient = character\ninteraction = interaction_name\n}","is_character_interaction_valid = {"],["Is the local player the main character in the character window?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Is the character a child of the target character?",""],["is the character a claimant to any landed titles?",""],["Is the scoped character a clergy?",""],["Is the character a close family [parents, children, siblings, grandparents, grandchildren] of the target character?",""],["Is the character a close or extended family [parents, children, siblings, grandparents, grandchildren, cousins, uncles, aunts, nephews, nieces] of the target character?",""],["is the character a commanding an army?",""],["Is the scope character a concubine?",""],["Is the target character a concubine of the scope character?",""],["Is the scoped character a member of a confederation?",""],["Is the character a spouse or concubine of the target character?",""],["Check if character is employer of laamp\nscope:actor = { is_contact_of = SCOPE_CHARACTER }",""],["Check if the task of the scope councillor is valid.\nis_council_task_valid {\ntask_type = council_position_type_key\ntarget = for_targeted_tasks\n}\n}","character = {"],["Is the scoped character a councillor?",""],["Is the scoped character a councillor for the specified character?",""],["is the scoped character employed in the target position by target character",""],["Is the scope character a courtier?",""],["Is the scope character a courtier of the target character?",""],["Is the character a cousin of the target character?",""],["Is the given decision on cooldown for the current character.","is_decision_on_cooldown = decision_key"],["is the scope character in the target war as a defender?",""],["Is the scoped character was diesignated as diarch by their liege?\nscope:character = { is_designated_diarch = yes/no }",""],["Is the scoped character currently an active diarch of anyone?\nscope:character = { is_diarch = yes/no }",""],["Is the scoped character currently an active diarch of the target?\nscope:character = { is_diarch_of_target = scope:liege }",""],["Is the scoped character next in the line of succession for diarchy?",""],["Is the target character a courtier of the scope character?",""],["Is the character a extended family [cousins, uncles, aunts, nephews, nieces] of the target character?",""],["is the character their liege's favorite child?",""],["Is the scope character female?",""],["Is the scope character forbidden from the target scheme?",""],["Is the scope character forced to be part of a faction?",""],["Checks if the scope character is forced into the target scheme",""],["Is the character a guest from another a court? In contrast to is_pool_guest the character has a liege",""],["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",""],["Is the character a guest? (is_pool_guest or is_foreign_court_guest)",""],["Is the character a guest? (is_pool_guest_of or is_foreign_court_guest_of)",""],["Was this character made from the ruler designer",""],["Is the character a grandchild of the target character?",""],["Is the character a grandparent of the target character?",""],["Is the character a great grandchild of the target character?",""],["Is the character a great grandparent of the target character?",""],["Is the character an heir of the target [placeholder]?",""],["Is the scoped character a Hostage?",""],["Is the scope character a Hostage with target character as their original Liege? is_hostage_from = TARGET",""],["Is the scope character a Hostage with target character as their Warden? is_hostage_of = TARGET",""],["Is the scoped character a Warden with Hostages?",""],["Is the character immortal?",""],["Is the scoped decision an important decision for the target character?",""],["is the character imprisoned?",""],["Is the scope character imprisoned by the target character? is_imprisoned_by = TARGET","is_imprisoned_by = TARGET"],["is the character in an army (a commander or a knight)?",""],["is the character at war with their liege, or one or more of their vassals?",""],["Is the scoped character in debt? If the character also uses Treasury this will return true if it is negative.","character = { is_in_debt = yes }"],["Is the scoped character in the specified guest subset in the activity they are\ninvolved in?\nname = <subset_key>\nphase = <phase_key> #Optional\n}\nIf phase is not specified, it will check the current phase, otherwise it will\ncheck all phases matching the phase key.","is_in_guest_subset = {"],["is the character in an ongoing (i.e. the war has started) great holy war?",""],["Is the character in the pool the target province is a part of",""],["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"],["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)?",""],["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.",""],["is the character incapable?",""],["is the character an independent ruler?",""],["Is the scoped character a knight",""],["Is the scoped character a knight of the target character",""],["Is the scoped character permitted to be a knight as per the liege's permissions?","is_knight_permitted = liege"],["Is the scope character landed (holds a county or barony)?",""],["Is the scope character a landless ruler (holds any title, but no on-map land)?",""],["is the scope character leading one of the sides in the target war?",""],["Is the character leading a faction of the specified type?",""],["is the scope character a liege or above of the target character?",""],["is the character the local player?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Is the character a lowborn?",""],["Is the scope character male?",""],["Is the scope character married?",""],["Is the scoped character a member of the target confederation?",""],["Is the character currently migrating?",""],["Is the character a nibling (niece/nephew) of the target character?",""],["is the character the player and the no men cheat currently enabled?",""],["Is the scoped character a regular councillor?",""],["Is the scope character obedient?",""],["Is the scope character obedient to the target character?",""],["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)?",""],["Is the character a parent of the target character?",""],["is_participant_in_activity = target_activity\nIs the scoped character a participant in the target activity",""],["is the scope character participating in the target war as an attacker or defender?",""],["Is the scoped character a perfect fit to take over as successor of this Accolade?","is_perfect_fit_for_accolade = accolade"],["Is the scoped character performing the given task? This will only check for the exact task.\nis_performing_council_task = task_kurultai_fertility_2\n}","character = {"],["Is the scoped character performing the given task?\nThis will check for any cloned task as well: the given example will yield yes even if the character is performing task_kurultai_fertility_2.\nis_performing_council_task_or_clone = task_kurultai_fertility_1\n}","character = {"],["Checks if the given Character is currently planning a Great Project with the given key. Use the key from the DB to refer to the project.\nWill fail if the planner or project type are invalid.","<scope:character> = {\n\tis_planning_great_project = great_project:key\n}"],["Is the scope character the player heir of the target character?",""],["Is player a tutorial character?",""],["Is the scoped character a pledged attacker in the current GHW (it's an error to check this if there's no GHW around)",""],["Is the character in the pool? (not a ruler, courtier or guest at any court)",""],["Is the character a guest from the pool? In contrast to is_foreign_court_guest the character has no liege",""],["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",""],["Is the scoped character a POTENTIAL knight to their liege?",""],["Is the character a powerful vassal?",""],["Is the character a powerful vassal of the target?",""],["is the character pregnant?",""],["Is the character the heir of the target's primary title?",""],["Is the scope character a ruler (holds any title)?",""],["Checks whether the scope character is an owner or an owner agent in a scheme agains target. There are 3 possible ways to use it:\nis_scheming_against = { target = X scheme_skill = Y } limits to schemes of Y skill category\nis_scheming_against = { target = X } considers all schemes","is_scheming_against = { target = X type = Y } limits to schemes of type Y"],["Is the character a sibling of the target character?",""],["Is the character a spouse of the target character, and are both alive?",""],["Is the character a spouse of the target character, even if one or both are dead?",""],["Is the scoped character the successor of a given Accolade?","is_successor_of_accolade = accolade"],["Is this scope character a tax collector?\nscope:character = { is_tax_collector = yes/no }",""],["Is the scoped character a tax collector of the target character",""],["Is the scope character a theocratic lessee (bishop)?",""],["Is the character travelling and part of the entourage? (travel leader is part of the entourage)",""],["Is the character travelling and the active travel leader?",""],["Is the character currently travelling?",""],["Is the scoped character someone else's tributary?",""],["Is the scoped character a direct tributary of the target character?",""],["Is the scoped character a direct or indirect tributary of the target character due to cascading tributaries?",""],["Is the character a twin of the target character?",""],["Is the unborn a child of a concubine?",""],["Is the unborn a known bastard?",""],["Is the character an uncle or aunt of the target character?",""],["Is the scoped character a valid scheme agent?",""],["Is the scope character suitable as an agent for any slot in target scheme?",""],["Is the scope character suitable as an agent for the target agent slot?",""],["Is the target character a valid potential designated heir of the scoped character?\n(can they inherit one or more of the titles the scoped character holds?)","is_valid_designated_heir = scope:target_character"],["is the scoped character valid for the given event, without checking event cooldown?\nNOTE: this is only for debug purposes and will not work in release mode!","is_valid_for_event_debug = event_key"],["is the scoped character valid for the given event, including a cooldown check?\nNOTE: this is only for debug purposes and will not work in release mode!","is_valid_for_event_debug_cooldown = event_key"],["Does the scoped character fulfill the requirements for being employed as the targeted court position type?",""],["Is the character a direct vassal of the target character?",""],["is the scope character a vassal or below of the target character? Non-rulers are not considered vassals",""],["Is the scoped character visibly fertile, that is: not too old if a woman, not too young and has no traits blocking having children",""],["is the character the player and the yes men cheat currently enabled?",""],["Check if the chance of the scope character to join the faction against the scripted value\ntarget = faction_target #An ongoing faction\nvalue <|<=|>=|> 0\n}","join_faction_chance = {"],["Check if the chance of the scope character is between the given range (being min and max exclusive)\nscheme = scheme_target #An ongoing scheme\nmax = 0\nmin = -10\n}","join_scheme_chance = {"],["Does the character know the court language of the target character?","knows_court_language_of = scope:target_character"],["Does the character know the language?","knows_language = language_norwegian"],["Does the character know the language of the target culture?","knows_language_of_culture = scope:target_culture"],["does the character have the required learning skill level?",""],["does the character have the required learning skill level difference against target?","learning = { target = character value <= script_value abs = yes/no(optional, default no) }"],["Learning skill scaled between 0.0 and 1.0 for portraits",""],["How many perk points available does the character have?",""],["How many perks from this lifestyle does the character have?",""],["How many perks from this lifestyle can the character currently unlock? This checks that they have the parent perks, and that the can_be_picked is met. It doesn't check perk points",""],["How many perk points available does the character have?",""],["Gets the scoped character's current legitimacy",""],["Gets the scoped character's current legitimacy level",""],["The amount of levies a character sends to their liege",""],["does the character have the required gold? (AI category 'long term')",""],["How big is the 'long term' gold budget is supposed to get?",""],["does the character have the required treasury? (AI category 'long term')",""],["How big is the 'long term' treasury budget is supposed to get?",""],["does the character have the required treasury (or gold if they don't use treasury)? (AI category 'long term')",""],["Is the skill the lowest skill (excluding Prowess) of the character? True even when there are multiple skills with the same lowest value.",""],["Is the skill the lowest skill (including Prowess) of the character? True even when there are multiple skills with the same lowest value.",""],["Current number of personal MaA regiments",""],["Max number of personal MaA regiment",""],["What is the main administrative title tier for ruler's government","main_administrative_tier > tier_county"],["Diarch qualification for spefic mandate type\nadd = mandate_type_qualification:fill_coffers\n}\nscope:character = {\nmandate_type_qualification = {\ntarget = fill_coffers\nvalue > 10\n}\n}","value = {"],["does the character have the required martial skill level?",""],["does the character have the required martial skill level difference against target?","martial = { target = character value <= script_value abs = yes/no(optional, default no) }"],["Martial skill scaled between 0.0 and 1.0 for portraits",""],["How many perk points available does the character have?",""],["How many perks from this lifestyle does the character have?",""],["How many perks from this lifestyle can the character currently unlock? This checks that they have the parent perks, and that the can_be_picked is met. It doesn't check perk points",""],["How many perk points available does the character have?",""],["Is this character's betrothal matrilinear? False if there's no betrothal.",""],["Is the marriage with the spouse matrilinear?",""],["How many accolades can this character have at most?","max_active_accolades <= 3"],["Get the max domain fertility of the scoped character",""],["Is the scoped character's max military strength this big?",""],["Does the scope character have value amount of max soldiers of MaA of the base type?",""],["Does the scope character have value amount of max soldiers of MaA of the type?",""],["The maximum number of concubines a character can have","max_number_of_concubines > 2"],["Check how many knights the scoped character can potentially have",""],["does the character have the required merit?",""],["does the character have the required merit level?",""],["Is the scoped character's military power this big?",""],["What is the minimum tier that allows appointment investment for ruler's government","min_appointment_tier > tier_county"],["What is the minimum title tier to be able to have Title MaA?","min_title_maa_tier > tier_county"],["Is the scoped character's monthly gold balance this big?",""],["Is the scoped character's monthly expenses this big?",""],["Is the scoped character's monthly income this big?",""],["did the character allocate the required gold? (AI category long term)",""],["did the character allocate the required gold? (AI category reserved)",""],["did the character allocate the required gold? (AI category short term)",""],["did the character allocate the required gold? (AI category war chest)",""],["Is the scoped character's monthly military gold expenses this big? (unraised maa costs)",""],["Is the scoped character's monthly military prestige expenses this big? (unraised maa costs)",""],["Is the scoped character's monthly military treasury expenses this big? (unraised maa costs)",""],["Is the scoped character's monthly treasury balance this big?",""],["Is the scoped character's monthly treasury income this big?",""],["did the character allocate the required treasury? (AI category long term)",""],["did the character allocate the required treasury? (AI category reserved)",""],["did the character allocate the required treasury? (AI category short term)",""],["did the character allocate the required treasury? (AI category war chest)",""],["Is the scoped character's monthly treasury income (minus Vassal Development expenses) this big?",""],["Number of months this character has been a ruler, returns -1 if character isn't a ruler",""],["Compare entity attribute from specific gene\nExample scope:character = {\ncategory = gene_height\nattribute = body_height\nvalue < 0.05\n}\n}\nAn interface trigger, can only be used in specific places","morph_gene_attribute = {"],["Compare value of specific gene. Does NOT take into account trait modifiers\nscope:character = {\ncategory = gene_height\nvalue < 0.05\n}\n}\nscope:character = {\nmorph_gene_value:gene_baldness > 0.05\n0.05 < morph_gene_value:gene_baldness\n}\nAn interface trigger, can only be used in specific places","morph_gene_attribute = {"],["How many accolades does this character currently have?","num_active_accolades < 4"],["Compare the number of bad genetic traits","<charater> = { num_of_bad_genetic_traits = 0 }"],["Compare the number of good genetic traits","<charater> = { num_of_good_genetic_traits >= 2 }"],["How many languages does the character know?","num_of_known_languages > 1"],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Count of active task contract offered\nscope:actor = { num_offered_task_contracts > 0 }",""],["How many personal legend seeds are available to this character?",""],["How many scripted legend seeds are available to this character? They do not need to be valid to start",""],["Does the scoped character have this number of sinful traits?\nor to base it on what a specific faith considers sinful\nnum_sinful_traits = {\nvalue > 5\ntarget = scope:faith\n}","num_sinful_traits > 5"],["Amount of taken task contracts for character (accepted & not yet completed)\nscope:actor = { num_taken_task_contracts > 0 }",""],["Amount of tas contracts for character\nscope:actor = { num_task_contracts > 0 }",""],["How many scripted legend seeds are available to this character and valid to start?",""],["Does the scoped character have this number of virtous traits?\nor to base it on what a specific faith considers virtuous\nnum_virtous_traits = {\nvalue > 5\ntarget = scope:faith\n}","num_virtous_traits > 5"],["Does the scope character have value amount of MaA of the base type?",""],["Does the scope character have value amount of MaA of the type?",""],["Does the scope character have value amount of soldiers of MaA of the base type?",""],["Does the scope character have value amount of soldiers of MaA of the type?",""],["does the character have this many commander traits?",""],["does the character and the target have a number of commander traits in common?","number_of_personality_traits_in_common = { target = X value >/</>=/<= Y }"],["The number of concubines the scoped character has","number_of_concubines > 2"],["The number of fertile concubines the scoped character should have to not get penalties","number_of_desired_concubines > 2"],["Check the number of votes the scoped character has in the target title","number_of_election_votes = { title = scope:actor.primary_title value = 0 }"],["The number of visibly fertile concubines the scoped character has","number_of_fertile_concubines > 2"],["Check how many knights the scoped character has at the moment",""],["does the character have this many lifestyle traits?",""],["The number of men at arms the scoped character has",""],["does the character and the target have a number of opposing personality traits?","number_of_opposing_personality_traits = { target = X value >/</>=/<= Y }"],["does the character and the target have a number of opposing traits?","number_of_opposing_traits = { target = X value >/</>=/<= Y }"],["does the character have this many personality traits?",""],["does the character and the target have a number of personality traits in common?","number_of_personality_traits_in_common = { target = X value >/</>=/<= Y }"],["Does the character have a specified number of powerful vassals?",""],["do the two characters share a number of traits that is considered sinful by both of their respective faiths?","number_of_sinful_traits_in_common = { target = X value >/</>=/<= Y }"],["The number of stationed men at arms the scoped character has",""],["does the character have this many traits?",""],["does the character and the target have a number of traits in common?","number_of_traits_in_common = { target = X value >/</>=/<= Y }"],["The number of tributaries the scoped character has","number_of_tributaries > 2"],["do the two characters share a number of traits that is considered virtuous by both of their respective faiths?","number_of_virtue_traits_in_common = { target = X value >/</>=/<= Y }"],["Does the scope character have value amount of MaA of the type for their controlled title troops?",""],["is the character's opinion of the target greater or equal than the value? opinion = { target = X [*value >/</>=/<= Y* or *value = { min max }* }","opinion = { target = X [*value >/</>=/<= Y* or *value = { min max }* }"],["checks whether the scope character is the owner of any currently active story",""],["Does the character own a story of this type?",""],["The percentage of shared DNA between the character's parents.\nTraverses the family tree for NDefines::NChildbirth::INBREEDING_ANCESTOR_GENERATIONS amount of generations to find common ancestors. By default this means that we're traversing 4 generations (62 ancestors) and report the relatedness between the two parents. (See https://relatednesscalculator.nolanlawson.com/ for some examples).\n`relatedness > 0.25` where 0.0 means not related at all and 1.0 means identical twins",""],["Checks how many wars the character has been in during their lifetime. (Only for alive characters): scope:character = { participated_wars > 3 }",""],["Is this character's betrothal patrilinear? False if there's no betrothal.",""],["Is the marriage with the spouse patrilinear?",""],["Does the character have this many perk points across all lifestyles combined?",""],["Does the character have this many perk points assigned across all lifestyles combined?",""],["Does the character have this many perk points assigned to this tree? perks_in_tree = { tree = tree_key value > 5 }",""],["does the character have the required piety?",""],["does the character have the required piety level?",""],["Check where the target character is in the scoped character's player heir list.","player_heir_position = { target = scope:actor position = 0 }"],["How long has the character been pregnant? Counts from impregnation, not reveal",""],["does the character have the required prestige?",""],["does the character have the required prestige level?",""],["What is the provision cost between the domicile owner and the domicile's current location.\"\nIn order to calculate the cost we will operate in three stages:\n1. Check if the from and to provinces are direct neighbours.\n2. Check any travel plan the domicile owner might have and see if the from and\nto are part of the travel plan. This will require domicile's location to be\nthe first entry in the travel plan.\n3. Do a pathfind between the domicile and domicile owner's current location,\nusing that path for the cost.\nscope:character = {\n}","provision_cost_to_domicile > 100"],["does the character have the required prowess skill level?",""],["does the character have the required prowess skill level difference against target?","prowess = { target = character value <= script_value abs = yes/no(optional, default no) }"],["Prowess skill scaled between 0.0 and 1.0 for portraits",""],["does the character have the required prowess skill level (ignores the prowess_no_portrait modifier)?",""],["what is the ransom cost of the character?",""],["Does the scoped character have the maximum level of the realm law group given?",""],["Does the scoped character have the minimum level of the realm law group given?",""],["Is the scoped character's top liege's realm this big (# of counties)?",""],["Is the character's realm within this distance of the title? Distance is in pixels, squared for performance reasons. realm_to_title_distance_squared = { target = some_title value > 10000 }","realm_to_title_distance_squared = { title = some_title value > 10000 }"],["does the character have the required gold? (AI category 'reserved')",""],["How big is the 'reserved' gold budget is supposed to get?",""],["does the character have the required treasury? (AI category 'reserved')",""],["How big is the 'reserved' treasury budget is supposed to get?",""],["does the character have the required treasury (or gold if they don't use treasury)? (AI category 'reserved')",""],["does the target have the specified opinion modifier on the character? (optional *value <|<=|=|>=|> X* or *value = { MIN MAX }* inclusive)","<="],["is the target character's opinion of the scope character greater or equal than the value? opinion = { target = X [*value >/</>=/<= Y* or *value = { min max }* }",""],["can the character marry the target character?",""],["does the character have the specified dread baseline value?",""],["does the character have the specified tax income, excluding income from the theocratic lessee?",""],["does the character have the specified piety income?",""],["Are the scope character the target character of the opposite sex?",""],["Are the scope character the target character of the same sex?",""],["does the character have the required gold? (AI category 'short term')",""],["How big is the 'short term' gold budget is supposed to get?(It may exceed this if all other budgets are full)",""],["does the character have the required treasury? (AI category 'short term')",""],["How big is the 'short term' treasury budget is supposed to get?(It may exceed this if all other budgets are full)",""],["does the character have the required treasury (or gold if they don't use treasury)? (AI category 'short term')",""],["Is the scoped decision an important decision for the target character?",""],["should_notify_can_host_activity = target_activity\nShould the scoped character be alerted that they can host the target activity type",""],["should_notify_can_join_activity = target_activity\nShould the scoped character be alerted that they can join the target activity type",""],["Calculate starting gold based on income.",""],["Check if this character 'matches' a group, with a certain match percentage.\nA match value can range from 0.0 to 1.0. (0% to 100%)\nA static group filter means: this character will always get the same result against the same group. (there is no 'random' involved beyond the name of the group)\nOn average (across all characters), an 0.1 match means you would get 'yes' for 10% of the characters to match this group, and it would always be the same characters for the same group.\ngroup = <a_group_id>\nmatch = 0.1\n}\nInstead of a group id, you can supply a scope, and it will use that scope's value as the group 'id'.\nstatic_group_filter = {\nscope = <any_scope>\nmatch = 0.1\n}","static_group_filter = {"],["does the character have the required stewardship skill level?",""],["does the character have the required stewardship skill level difference against target?","stewardship = { target = character value <= script_value abs = yes/no(optional, default no) }"],["Stewardship skill scaled between 0.0 and 1.0 for portraits",""],["How many perk points available does the character have?",""],["How many perks from this lifestyle does the character have?",""],["How many perks from this lifestyle can the character currently unlock? This checks that they have the parent perks, and that the can_be_picked is met. It doesn't check perk points",""],["How many perk points available does the character have?",""],["does the character have the required stress?",""],["does the character have the required stress level?",""],["Strife opinion value accumulated by the character",""],["Is the scoped character's sub-realm this big (# of counties)?",""],["Can the scoped character break the tributary it is currently a subject in?",""],["Do any of the current active obligations in the scoped character's subject contract have the given flag",""],["Can the scoped character's subject contract be modified at all, that is: they have one, they use obligation levels, and are count or above",""],["Has the scoped character's contract been blocked from modification by script via 'set_subject_contract_modification_blocked'",""],["Can the obligation level of the scoped character's named subject contract be decreased?",""],["Can the obligation level of the scoped character's named subject contract be increased?",""],["Compares the subject standing a character's subject contract has accumulated","subject_standing >= 50"],["How much has the scoped character invested in the target title towards the target candidate?\nscope:character = {\ntitle = scope:title\ncandidate = scope:character\nvalue < 0\n}\n}","succession_appointment_score_invested = {"],["is the target character the liege or above the scope character?",""],["is the target character the the same character or above (in the vassal hierarchy) the scope character?",""],["is the target character a vassal or below of the scope character? Non-rulers are not considered vassals",""],["Target weight of the scoped character","target_weight > 10"],["What is the scoped character's Tax Collector aptitude in the target tax slot type? tax_collector_aptitude = { target = tax_slot_type value >= 1 }",""],["The amount of tax a character sends to their liege",""],["What is the difference in highest_held_title_tier between the scoped character and the target character (-5 to 5)\nFor example, this is true:\nscope:a_baron = {\ntarget = scope:a_king\nvalue = -3\n}\n}","tier_difference = {"],["How much time passed after diarch was designated?","time_after_designated_diarch = { days/months/years =,>,< X }"],["for how long has the character been imprisoned? time_in_prison = { days/months/years =,>,< X }",""],["for how long has the character been imprisoned with the current type? time_in_prison_type = { days/months/years =,>,< X }",""],["for how long has the character is dead? time_since_death = { days/months/years =,>,< X }",""],["The # of days until the scoped character's hook on the target expires","time_to_hook_expiry = { target = someone value > 50 }"],["target = other character value >/</= sum of trait compatibility values",""],["What this character would cost as a travel leader",""],["The safety-aptitude of the current travel leader",""],["The speed-aptitude of the current travel leader",""],["does the character have the required treasury?",""],["Was the scoped character's current budget allocation excess this big? Negative values indicate deficit allocation, positive values indicate unallocated budget.",""],["Was the scoped character's current military budget allocation this big? (value 0.0 - 1.0)",""],["Was the scoped character's current ministry budget allocation this big? (value 0.0 - 1.0)",""],["Was the scoped character's current salary budget allocation this big? (value 0.0 - 1.0)",""],["Is the scoped character's military budget base rate this big?",""],["Is the scoped character's ministry budget base rate this big?",""],["Is the scoped character's salary budget base rate this big?",""],["Date when the current budget was enacted",""],["Number of days since the current budget was enacted.","treasury_days_since_budget_enact_date >= 20"],["Is the scoped character's treasury debt level this value? -1 if not meeting any debt level threshold for treasury.\n0 for the first one, and so on.\nNote that this might not match exactly with the modifier in effect as it calculates what the modifier will be now, and the character's actual modifier can lag behind",""],["Number of months since the current budget was enacted.","treasury_months_since_budget_enact_date >= 20"],["Does the character replace gold cost by treasury? Compare value against treasury, otherwise gold.",""],["Number of years since the current budget was enacted.","treasury_years_since_budget_enact_date >= 20"],["Can the obligation level of the scoped character's named tributary contract be decreased?",""],["Can the obligation level of the scoped character's named tributary contract be increased?",""],["does the character have the required tyranny?",""],["Do any of the current active obligations in the scoped character's vassal contract have the given flag",""],["Can the scoped character's vassal contract be modified at all, that is: they have one, they use obligation levels, and are count or above",""],["Date when this vassal's liege's dynasty started ruling over this vassal",""],["The level of the provided contract type in the scoped character's current vassal contract",""],["Can the obligation level of the scoped character's named vassal contract be decreased?",""],["Can the obligation level of the scoped character's named vassal contract be increased?",""],["The score in favour of the vassal for the provided contract type in the scoped character's current vassal contract",""],["Is the scoped character's number of vassals (excluding barons) this high?",""],["Is the scoped character's vassal limit this big?",""],["Is there this much space left in the character's vassal limit? Negative values also work for checking characters that are above their limit",""],["Is the scoped character's vassal count this big in comparison to their limit?",""],["How many perk points available does the character have?",""],["How many perks from this lifestyle does the character have?",""],["How many perks from this lifestyle can the character currently unlock? This checks that they have the parent perks, and that the can_be_picked is met. It doesn't check perk points",""],["How many perk points available does the character have?",""],["does the character have the required gold? (AI category 'war chest')",""],["How big is the 'war chest' gold budget is supposed to get?",""],["does the character have the required treasury? (AI category 'war chest')",""],["How big is the 'war chest' treasury budget is supposed to get?",""],["does the character have the required treasury (or gold if they don't use treasury)? (AI category 'war chest')",""],["Was the scoped character a Hostage as a Child?",""],["can the scoped character be employed as court position by the employer?\nscope:character = {\nemployer = scope:employer\ncourt_position = court_physician_court_position\n}\n}","would_be_valid_for_court_position = {"],["Is the scoped character's yearly treasury income this big?",""],["Is the scoped character's yearly treasury income (minus Vassal Development expenses) this big?",""],["Get character year_of_birth: scope:character = { year_of_birth > 1096 }",""],["Is the scoped character's yearly gold balance this big?",""],["Is the scoped character's yearly expenses this big?",""],["Is the scoped character's yearly income this big?",""],["Is the scoped character's yearly military gold expenses this big? (unraised maa costs)",""],["Is the scoped character's yearly military prestige expenses this big? (unraised maa costs)",""],["Is the scoped character's yearly military treasury expenses this big? (unraised maa costs)",""],["Is the scoped character's yearly treasury balance this big?",""],["How many whole years has the character been an active diarch?",""],["Number of years this character has been a ruler, returns -1 if character isn't a ruler",""],["How many whole years has liege spent in a diarchy?",""],["Checks if the character would get an alliance with the target character through such a marriage.",""],["Iterate through all characters that may contribute to this contribution. The list depends on the allowed_contributor_filter field of the great project for this contribution.\nKeep in mind that dead founders and non-ruler founders will yield empty lists. Contributions that don't accept funding will likewise yield empty lists.","any_potential_contributor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Checks if the Contribution in scope is of the specified type (by key).","<scope:great_project_contribution> = {\n\tcontribution_id = great_ballista\n}"],["Checks if the Contribution in scope was already funded.","<scope:great_project_contribution> = {\n\tcontribution_is_funded = yes\n}"],["Checks if the Contribution in scope must be funded in order to be able to start the Great Project.","<scope:great_project_contribution> = {\n\tcontribution_is_required = yes\n}"],["task_current_value = scope:county.active_de_jure_drift_progress","task_current_value = scope:county.active_de_jure_drift_progress"],["Iterate through all claimants to title. parameters: explicit = yes/no/all - default yes","any_claimant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties connected to this one. Is based on top liege\nany/every/whatever_connectec_county = {\nallow_one_county_land_gap = yes\nany_connected_county = { <count=num/all> / <percent=fixed_point> <triggers> }","max_naval_distance = 500"],["Iterate through all faiths headed by a title","any_controlled_faith = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through controlled title regiments","any_controlled_title_maa_regiment = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all provinces in a county","any_county_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all epidemics affecting the provinces in a county\nOptionally specify an outbreak intensity filter\nany_county_province_epidemic = { <count=num/all> / <percent=fixed_point> <triggers> }","any_county_province_epidemic = { intensity = apocalyptic }"],["Iterate through all situations that a county is involved in.","any_county_situation = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all situation sub-regions that a county is involved in.","any_county_situation_sub_region = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all struggles that a county is involved in.","any_county_struggle = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties within this dejure title","any_de_jure_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters directly holding counties within this dejure title","any_de_jure_county_holder = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all top lieges of the counts within this dejure title","any_de_jure_top_liege = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all the vassal holders of the title","any_dejure_vassal_title_holder = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all de facto vassal titles","any_direct_de_facto_vassal_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through the all de jure vassals titles","any_direct_de_jure_vassal_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters who are valid candidates in an election for a title","any_election_candidate = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters who are valid electors in an election for a title","any_elector = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties that are important for the scoped title","any_important_location_for_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through the title itself, all de facto vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal\nThis 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\n..._de_jure_vassal_and_below = { continue = { conditions } }","any_in_de_facto_hierarchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through the title itself, all de jure vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal\nThis 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\n..._de_jure_vassal_and_below = { continue = { conditions } }","any_in_de_jure_hierarchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all neighboring counties. Can only be used in county scope","any_neighboring_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through owned title MaA regiments","any_owned_title_maa_regiment = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all past owners of a title from earliest to latest","any_past_holder = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all past owners of a title from latest to earliest","any_past_holder_reversed = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all investors of target candidate within the scoped title. Optionally specify a value to filter by investment amount\nscope:landed_title = {\nany/every/ordered/random_succession_appointment_investors = {\nvalue > {\t\t\t# Optional compare value to\nvalue = 100\t\t# only have characters that\nadd = 10\t\t# have invested this much.\n}\n}\n}\nany_succession_appointment_investors = { <count=num/all> / <percent=fixed_point> <triggers> }","candidate = scope:character"],["Iterate through this title and all its dejure liege titles","any_this_title_or_de_jure_above = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Line of succession for the scoped title","any_title_heir = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through titles that consider scoped county an important location","any_title_interested_in_location = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all factions joined the scope landed title","any_title_joined_faction = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through title all MaA regiments","any_title_maa_regiment = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a title to a neighboring county (incl. across water, looking trough the de Jure lieges)","any_title_to_title_neighboring_and_across_water_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a title to a neighboring duchy (incl. across water, looking trough the de Jure lieges)","any_title_to_title_neighboring_and_across_water_duchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a title to a neighboring empire (incl. across water, looking trough the de Jure lieges)","any_title_to_title_neighboring_and_across_water_empire = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a title to a neighboring kingdom (incl. across water, looking trough the de Jure lieges)","any_title_to_title_neighboring_and_across_water_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a title to a neighboring county (looking trough the de Jure lieges)","any_title_to_title_neighboring_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a title to a neighboring duchy (looking trough the de Jure lieges)","any_title_to_title_neighboring_duchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a title to a neighboring empire (looking trough the de Jure lieges)","any_title_to_title_neighboring_empire = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a title to a neighboring kingdom (looking trough the de Jure lieges)","any_title_to_title_neighboring_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Can the scoped title be leased out?",""],["Can create MaA of specified type for the scoped title",""],["can the title create the faction of the specified type against the specified character?","can_title_create_faction = { type = X target = Y }"],["Can the scope title join the faction? can_title_join_faction = faction","can_title_join_faction = faction"],["does the county title have the required county countrol?",""],["Does the county title have the required County Fertility value?\nscope:county.county_fertility >= <value>",""],["Checks if a county contains a province of a specific terrain type\nterrain = hills\nterrain = mountains\n}","county_has_province_with_terrain = {"],["Compares the county's opinion of its holder",""],["compares the county's opinion of the current count",""],["compares the county's opinion of the target character to the specified value, county_opinion_target = { target = X value >/</= Y }","county_opinion_target = { target = X value >/</= Y }"],["Check if the scoped title uses the specified custom localization name key.","custom_title_name = my_title_localization_key"],["Compare drift progress towards target with value<drifting_title> = { de_jure_drif_progress = { target = <drift_target_title> value > 50 } }","<drifting_title> = { de_jure_drift_progress = { target = <drift_target_title> value > 50 } }"],["Is the scoped landed title de jure drifts toward another title?<drifting_title> = { de_jure_drifting_towards = <drift_target_title> }","<drifting_title> = { de_jure_drifting_towards = <drift_target_title> }"],["does the county title have the required county development level?",""],["how much development progress is the county gaining each month?",""],["What's the multiplier to the development progress?",""],["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",""],["Check the projected fertility equilibrium of a scoped county\nThis script is very heavy - and should only be used in script at your own risk, modders.",""],["Has the target character nominated a successor for the scoped elective title",""],["does the county contain a coastal province?",""],["Does the scoped county have a given modifier","has_county_modifier = name"],["Does the scoped county have the duration remaining on a given modifier","has_county_modifier_duration_remaining = name"],["Check if the scoped title uses a custom localization name key. (set via 'set_title_name' or 'set_random_dynasty_title_name')","has_custom_title_name = yes"],["Is the scope landed title connected to a holding that contains at least one disabled building?",""],["Does scoped barony have a holy site with given parameter?\nscope:barony = { has_holy_site_parameter = some_parameter }",""],["Does the scoped title have a given order of succession","has_order_of_succession = election"],["has_province_with_epidemic = { intensity < apocalyptic }\nDoes the scoped county have a province affected by a less than apocalyptic epidemic",""],["Is the title under a lease that can be revoked manually?",""],["Does the scoped title have the given title-specific-law?",""],["Does the scoped title have a title-specific law with the given flag?",""],["Has the user set a specific coat of arms for this title?",""],["Is the scope landed title connected to a holding that cannot be governed by the current lessee or holder?",""],["Is title in the scope a capital barony?",""],["Is the county coastal (next to sea, not including lakes)?",""],["Is the county connected to the other county? Is based on top liege\nmax_naval_distance = 500\nallow_one_county_land_gap = yes\ntarget = some other county\n}","is_connected_to = {"],["Is the scope landed title contested in any war?",""],["is the title de facto liege or above the target title?",""],["is the title de jure liege or above the target title?",""],["Is this title considered a figurehead type title?",""],["Is this title a head of faith title",""],["Is the scope landed title a holy order?",""],["Is the barony a holy site of any faith? is_holy_site = yes","is_holy_site = yes"],["Does the target character control a holy site of the scoped object","is_holy_site_controlled_by = root"],["Is the barony a holy site of the given faith? is_holy_site_of = some faith","is_holy_site_of = catholic"],["Is the scoped county important for target title?\nscope:county = { is_important_location = scope:title }",""],["Is the county next to a lake?",""],["Is this title considered a landless type title?",""],["Is the scoped title leased out?",""],["Is the scope landed title a mercenary company?",""],["Is the scoped Landed Title currently target of a migration? Is a nomadic ruler migrating in any county of this Title?\nThis trigger will evaluate as true if a Migration exists that either:\n* targets the title in scope\n* targets any of its De Jure Lieges\n* targets one of its De Jure Vassals","<scope:title> = {\n\tis_migration_target = yes/no\n}"],["Is this landed title adjacent to the character's realm","is_neighbor_to_realm = character"],["Is this title used by noble family to allow landless playable",""],["Is this title used by a nomad to allow landless playable",""],["Is the county riverside?",""],["is the target ruler de jure liege or above the target title?",""],["Is the county currently affected by the specified council task? Needs to be in a county title scope.\nis_target_of_council_task = task_kurultai_fertility_2\n}","landed_county_title = {"],["Is the county currently affected by the specified council task, or one of its clones? Needs to be in a county title scope.\nThe example will yield yes if the county is affected by task_kurultai_fertility_1.\nis_target_of_council_task = task_kurultai_fertility_2\n}","landed_county_title = {"],["Is title in the scope created?",""],["Is this title titular (has no dejure counties in it, and is not a barony/county)?",""],["Is the scoped title leased out to any holy order?",""],["Required currency level for appointment for the title\n\"scope:title.min_appointment_level > 2",""],["How much county control is the county gaining/losing each month in total?",""],["How much county control is the county declining each month? (ignoring any growth)",""],["What's the multiplier to the control decline rate? E.G., if there's just a +20% modifier, this would return 1.2",""],["How much county control is the county gaining each month? (ignoring any decline)",""],["What's the multiplier to the control growth rate? E.G., if there's just a +20% modifier, this would return 1.2",""],["How many provinces in this county have holdings",""],["what place in line of succession does the character hold?)\n\"place_in_line_of_succession(scope:target)\" > 1\ntarget = scope:title\nvalue < 3\n}","place_in_line_of_succession = {"],["Does the scoped title have a history entry of the specified type in recent history?\nThe type can be omitted, all history types are considered then\nPossible types:\nconquest\nconquest_holy_war\nconquest_claim\nconquest_populist\nelection\ninheritance\nabdication\ncreated\ndestroyed\nusurped\ngranted\nrevoked\nindependency\nleased_out\nlease_revoked\nreturned\nfaction_demand\nswear_fealty\nstepped_down\nappointment\nappointment_succession","recent_history = { type = X days/months/years = Y }"],["is the target title de facto liege or above?",""],["is the target title de jure liege or above?",""],["What tier is the scoped title? barony = 1, hegemony = 6. Use the script values please, not raw numbers","The tiers are\n1. tier_barony\n1. tier_county\n1. tier_duchy\n1. tier_kingdom\n1. tier_empire"],["Check if the chance to create a faction against a target of the scope landed title is is true against the scripted value\ntype = faction_type #An ongoing faction\ntarget = target_character\nvalue <|<=|>=|> 0\n}","title_create_faction_type_chance = {"],["Returns the number of years a title is held if valid (otherwise returns 0)",""],["Is the scope title a member of a faction?",""],["Check if the chance of the scope landed title to join the faction against the scripted value\nfaction = faction_target #An ongoing faction\nvalue <|<=|>=|> 0\n}","title_join_faction_chance = {"],["Does the scoped title have the maximum level of the title law group given?",""],["Does the scoped title have the minimum level of the title law group given?",""],["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",""],["Does the scoped county title use County Fertility?","uses_county_fertility = yes/no"],["Can the culture gain progress towards this innovation?","<innovation> = {\n\tculture_can_know_innovation = scope:target_culture\n}"],["Does the innovation type have this parameter?","<innovation> = { has_innovation_parameter = name }"],["Does the scoped innovation belong to the specified era?\nscope:innovation = { innovation_era = culture_era_early_medieval }",""],["Is the scoped innovation regional?\nscope:innovation = { innovation_is_regional = yes }",""],["Is the scoped innovation the same as the specified one?\nscope:innovation = { innovation_key = gunpowder }",""],["Is scoped innovation ahead of time for the specified culture? same as checking if innovation era > current culture era.\nscope:innovation = { is_ahead_of_time_for_culture = scope:culture }",""],["Is scoped innovation known by the specified culture?\nscope:innovation = { is_known_by_culture = scope:culture }",""],["Is the scoped faith/religion in a given religious family","is_in_family = abrhamic"],["Gets all provinces infected by the scoped epidemic","any_infected_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Number of days since the epidemic outbreak started.","days_since_outbreak_start >= 20"],["Get the outbreak intensity of this epidemic.","outbreak_intensity = major"],["Date when the epidemic outbreak began.",""],["Get the total number of provinces infected over the lifetime of this epidemic.","total_infected_provinces >= 20"],["Iterate through all titles leased to a holy order","any_leased_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["How many holdings the holy order has under lease",""],["Can target MaA regiment be upgraded",""],["Is target MaA regiment part of event troops",""],["Was target MaA regiment hired from merc or holy order",""],["Is target MaA regiment engaged in combat",""],["Check MaA type of a regiment\nscope:regiment = { is_maa_type = light_footmen }",""],["Is target MaA regiment personal",""],["Is target MaA regiment raised",""],["Is target MaA regiment just a normal one recruited by a ruler",""],["Is target MaA regiment belongs to a title",""],["Check base MaA type of a regiment\nscope:regiment = { is_unit_type = skirmishers }",""],["Get current number of soldiers in MaA regiment",""],["Get max number of soldiers in MaA regiment",""],["Get regiment size - number of subregiments in it",""],["Iterate through all province locations of the phases of the activity, optionally limited to unique locations.\nany/every/random_activity_phase_location {\n}\nany_activity_phase_location = { <count=num/all> / <percent=fixed_point> <triggers> }","unique = yes/no"],["Iterate through all future province locations of the phases of the activity, optionally limited to unique locations. ('future' does not include any started phase)\nany/every/random_activity_phase_location_future {\n}\nany_activity_phase_location_future = { <count=num/all> / <percent=fixed_point> <triggers> }","unique = yes/no"],["Iterate through all past province locations of the phases of the activity, optionally limited to unique locations. ('past' only includes ended phases)\nany/every/random_activity_phase_location_future {\n}\nany_activity_phase_location_past = { <count=num/all> / <percent=fixed_point> <triggers> }","unique = yes/no"],["Iterate through all characters attending an activity.\nInvited guests that have not accepted/declined yet are not part of this list.\nSupports an optional state the character must be in.\nany_attending_character = { <count=num/all> / <percent=fixed_point> <triggers> }","any_attending_character = { state = travel/passive/active }"],["any/every/random_guest_subset = {\nphase = <phase_key> # Optional\n}\nIterates through characteres within the specified subset for past, current and\nfuture phases. If phase is specified it will only iterate through characters\nsubsets of that particular phase type.\nany_guest_subset = { <count=num/all> / <percent=fixed_point> <triggers> }","name = <subset_key>"],["any/every/random_guest_subset_current_phase = {\n}\nIterates through characteres within the specified subset of the current phase.\nany_guest_subset_current_phase = { <count=num/all> / <percent=fixed_point> <triggers> }","name = <subset_key>"],["Iterate through all characters invited to an activity. Once they accept/decline, they are removed from this list.","any_invited_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all special guests of an activity.\nany_special_guest = { <count=num/all> / <percent=fixed_point> <triggers> }","any_special_guest = { ... }"],["Does the scoped activity have the designated locale active?","has_active_locale = locale_key"],["has_activity_option = { category = key option = key }\nDoes the scoped activity have the option in the given category active",""],["has_activity_type = key\nDoes the scoped activity have the given activity type",""],["has_current_phase = key\nDoes the scoped activity have the given phase active",""],["Check if a phase exists on this activity. You can search for just a type directly, or a complex trigger with only `type`, `location` or both.\nhas_phase = {\ntype = name_of_phase\nlocation = scope:province\n}","has_phase = name_of_phase"],["Check if a past phase exists on this activity. You can search for just a type directly, or a complex trigger with only `type`, `location` or both.\nhas_phase = {\ntype = name_of_phase\nlocation = scope:province\n}","has_phase = name_of_phase"],["Check if a past phase exists on this activity. You can search for just a type directly, or a complex trigger with only `type`, `location` or both.\nhas_phase = {\ntype = name_of_phase\nlocation = scope:province\n}","has_phase = name_of_phase"],["Check if the current activity is completed or not, this doesn't have much use for content since we delete an activity as soon as we can, but in multiplayer it exists until everyone stops viewing it so we use this to cancel some delayed events","is_activity_complete = yes/no"],["Check if the current activity phase is in the active state (else it is in the passive state)","is_current_phase_active = yes/no"],["Check if the scoped activity is an open invite activity","is_open_invite_activity = yes/no"],["Is the target character a required special guest in the scoped activity.","is_required_special_guest = character"],["Is the target character a special guest in the scoped activity, optionally for a specific type.\nis_special_guest = { target = character type = key }","is_special_guest = character"],["The number of future phases for the scoped activity.","num_future_phases > 5"],["The number of past phases for the scoped activity.","num_past_phases > 5"],["The number total number of planned phases for the scoped activity.","num_phases > 5"],["Iterate over both houses in the given relation","any_relation_house = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Does this house relation have the given level?","<house_relation> = {\n\thas_house_relation_level = <level>\n}"],["Does this house relation have the given parameter?","<house_relation> = {\n\thas_house_relation_parameter = <parameter>\n}"],["Iterate through all characters that are part of a participation group in a situation.","any_situation_group_participant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["If region rulers are automatically checked to be valid participants for this group.\nIf disabled, only manually added characters could join..","auto_add_rulers = yes/no"],["Checks if scoped participant group currently has the parameter or not","has_participant_group_parameter = parameter_key"],["Is this character a participant in this participant group?","participant_group_has_character = scope:character"],["Is the scoped participant group of a specific type?","participant_group_type = group_key"],["Is it required that the capital of participants is in the sub-region?","require_capital_in_sub_region = yes/no"],["Is it required that some part of the domain of participants is in the sub-region?","require_domain_in_sub_region = yes/no"],["Is it required that some part of the realm of participants is in the sub-region?","require_realm_in_sub_region = yes/no"],["Iterate through all casus belli's target titles","any_target_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all claimed artifacts of the scoped house","any_house_claimed_artifact = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all house members","any_house_member = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate over all house relations of the given house","any_house_relation = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all valid house unity members","any_house_unity_member = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Can the scoped Dynasty House change/upgrade their House Aspiration?\nscope:house = { can_change_house_aspiration = yes/no }",""],["Does the given house have the given base name? Remember that characters can be lowborn and have no house.","scope:character = {\n\thouse ?= { has_base_name = \"dynn_name_key\" }\n}"],["does the house have a default House Aspiration?",""],["Does the scoped dynasty house have a personal claim on the target artifact",""],["Does the given house a house power/aspiration with the given parameter?\nCan only check for boolean parameters.","has_house_aspiration_parameter = parameter_key"],["Does the given house a house head with the given parameter?\nCan only check for boolean parameters.","has_house_head_parameter = parameter_key"],["Does the scoped house have a given modifier","has_house_modifier = name"],["Does the scoped house have the duration remaining on a given modifier","has_house_modifier_duration_remaining = name"],["Is there a House Relation between the two houses?","<some_house> = {\n\thas_house_relation_with = <other_house>\n}"],["Is the given dynasty house has house unity",""],["Does the scoped house with unity have a given modifier","has_house_unity_modifier = name"],["Does the scoped house have the duration remaining on a given modifier","has_house_unity_modifier_duration_remaining = name"],["Does the given house unity have the given parameter? Can only check for bool parameters. has_house_unity_parameter = parameter_key",""],["Is the given house unity the given stage?.","has_house_unity_stage = house_unity_stage_key"],["Does this house have the same house power/aspiration as the target house?","<house> = {\n\thas_same_house_aspiration_as = scope:target_house\n}"],["Calculate the percentage of counties held in the target top liege's realm by the house.\nOnly the direct vassals of the top liege are counted - if a house member holds land but is not a direct vassal it's as if they had none for this calculation.\nOnly rulers with the same government type as the top liege's are counted.\nscope:house = {\ntarget = scope:liege\nvalue > 0.5\n}\n}","house_land_share_in_realm = {"],["Compare house power: scope:house = { house_power >= value }",""],["does the dynasty house have the required house unity value?",""],["Is the given house considered dominant: scope:house = { is_dominant_family = yes }",""],["Is the given house considered powerful: scope:house = { is_powerful_family = yes }",""],["Iterate through all characters travelling along with the travel plan owner. Includes travel leader, but not the travel plan owner.","any_entourage_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all provinces this travel plan has in its route.","any_future_path_location = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all provinces this travel plan has arrived at so far.","any_visited_location = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Can this travel plan be cancelled? (associated activity might disallow it)",""],["Danger value of the current province the travel plan is in (-100.0 to +100.0).",""],["Total number of days since this travel plan started.",""],["Compare the date the travel plan started.",""],["Estimation date of arrival at the final destination",""],["Estimation of days until we arrive at the final destination?",""],["Time progress (0.0 - 1.0) towards the final destination of the travel plan, compared to departure date from the very start of the Travel Plan.",""],["Does the travel plan have this travel option active?","<travel_plan> = { has_travel_option = name }"],["Does the scoped travel plan have a given modifier","has_travel_plan_modifier = name"],["Does the scoped travel plan have the duration remaining on a given modifier","nhas_county_modifier_duration_remaining = name"],["Is this travel plan aborted?",""],["Is this travel plan cancelled? (manually stopped, and rerouted home)",""],["Is this travel plan completed? (finished by arrival at final destination)",""],["Is this travel plan paused?",""],["Is character travelling with a domicile?","<travel_plan> = { is_travel_with_domicile = yes }"],["Estimation date of arrival at the next destination",""],["Estimation of days until we arrive at the next destination",""],["Time progress (0.0 - 1.0) towards the next destination of the travel plan, compared to departure date of the previous destination.",""],["Size of the travel plan entourage.",""],["Number of travel options selected.",""],["Gets the current travel safety for travel",""],["Gets the current travel speed for travel (percentage points above 100%)",""],["If there is/was an activity attached to this travel plan, was it completed?",""],["If there is/was an activity attached to this travel plan, was it invalidated?",""],["The contribution value given by the scoped filled agent slot.",""],["Does the agent slot have provide the given type of contribution?\nSupported types: 'secrecy', 'success_chance', 'success_chance_growth', 'success_chance_max' and 'speed'","agent_slot_has_contribution_type = <type>"],["Does the Agent Slot have the given type?","is_agent_slot_type = key"],["Is this agent slot filled?",""],["Iterate over both sides ( attacker and defender ) of the given combat","any_combat_side = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Number of total troops on boths sides.","num_total_troops >= 2000"],["Warscore value.","warscore_value >= 25"],["Iterate through all great holy wars this faith is defending against","any_defensive_great_holy_wars = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through characters of the scoped faith","any_faith_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all holy orders of the faith","any_faith_holy_order = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through playable rulers of the scoped faith","any_faith_playable_ruler = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through rulers of the scoped faith","any_faith_ruler = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all holy site baronies of a faith","any_holy_site = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Does the faith control a holy site? controls_holy_site = key_of_holy_site",""],["Does scoped faith control a holy site with given parameter?\nscope:faith = { controls_holy_site_with_parameter = some_parameter }",""],["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",""],["What is the faith's hostility level towards the target faith? faith_hostility_level { target = scope:some_faith value > 1 }","faith_hostility_level { target = scope:some_faith value > 1 }\n\nThe levels are\n- 0 righteous\n- 1 astray\n- 2 hostile\n- 3 evil"],["Compares the scoped faith's hostility level towards two other faiths. faith_hostility_level_comparison { faith1 > faith2 }","faith_hostility_level_comparison { faith1 > faith2 }"],["What is the faith's fervor?",""],["Is the target character of the allowed gender to be clergy of the faith?",""],["Does the given faith have the given doctrine?? has_doctrine = doctrine_key","has_doctrine = doctrine_key"],["Does the given faith have the given doctrine parameter? Can only check for bool parameters. has_doctrine_parameter = parameter_key","has_doctrine_parameter = parameter_key"],["Is the target character's gender a dominant ruling gender of the faith? Also evaluates to true if there's no dominant ruling gender",""],["Does the faith have this graphical faith?","<faith> = { has_graphical_faith = orthodoxgfx }"],["Does the faith have the given icon","has_icon = some_cool_custom_icon"],["Is the target character of the preferred gender to be clergy of the faith?",""],["How many holy sites does the faith control? holy_sites_controlled > 1","holy_sites_controlled > 1"],["Returns how many characters follow the given faith","num_character_followers > 0"],["Returns how many counties follow the given faith","num_county_followers > 0"],["checks the tag of the religion of the current faith","religion_tag = christianity_religion"],["Does the scoped faith consider the given trait a sin?","trait_is_sin = lustful"],["Does the scoped faith consider the given trait a virtue?","trait_is_virtue = lustful"],["has_tradition_category = realm\nDoes the scoped tradition belong to the specified category?",""],["Iterate through all pledged attackers within a great holy war","any_pledged_attacker = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all pledged defenders within a great holy war","any_pledged_defender = { <count=num/all> / <percent=fixed_point> <triggers> }"],["How many days is it until the given GHW launches its war?",""],["What is the max (if all levies were fully reinforced) military strength of the pledged attackers in the given Great Holy War?",""],["What is the max (if all levies were fully reinforced) military strength of the pledged defenders in the given Great Holy War?",""],["How much gold is in the great holy war's war chest?",""],["How much piety is in the great holy war's war chest?",""],["How much prestige is in the great holy war's war chest?",""],["Is the target character forced to be a defender in the given Great Holy War?",""],["Is the target character pledged as an attacker in the given Great Holy War?",""],["Is the target character pledged as a defender in the given Great Holy War?",""],["Is the scoped GHW a directed GHW?",""],["Iterates through all Vassals assigned to the scoped Tax Slot","any_tax_slot_vassal = { <count=num/all> / <percent=fixed_point> <triggers> }"],["How many slots for taxpayers are available in scoped tax slot?\nscope:tax_slot = { available_tax_player_slots > 2 }",""],["has_tax_collector = yes\nDoes the scoped Tax Slot have any Tax Collector employed?",""],["Is this the current active tax obligation?\nscope:tax_slot = { is_active_obligation = obligation_key }",""],["Iterate through all participating character of a memory","any_memory_participant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["has_memory_category = happy\nDoes the character memory have this memory category?","has_memory_category = happy"],["has_memory_participant = character\nDoes the character memory have this target character as a participant?","has_memory_participant = character"],["has_memory_type = battle\nDoes the character memory have this memory type?","has_memory_type = battle"],["Is the scoped memory a memory of a specific travel plan? is_memory_of_travel = travel_plan",""],["How many years since the memory was created (rounded down).",""],["Date when the memory was created.",""],["Date when the memory will be forgotten. (this may change over time)",""],["Does scoped domicile have building with any free internal building slots?\nscope:domicile = { domicile_building_has_free_internal_slot = domicile building key }",""],["Does the scoped domicile use culture and faith?",""],["Does the scoped domicile use provisions?",""],["Total amount of external building slots for scoped domicile\nscope:domicile = { external_domicile_building_slots == 5 }",""],["Amount of free external building slots for scoped domicile\nscope:domicile = { free_external_domicile_building_slots < 1 }",""],["Does scoped domicile have building of specified type?\nscope:domicile = { has_domicile_building = domicile building key }",""],["Does scoped domicile have building or one of its upgrades?\nscope:domicile = { has_domicile_building_or_higher = domicile building key }",""],["Is the scoped domicile currently constructing the specified building?\nscope:domicile = { has_domicile_construction = domicile building key }",""],["Does scoped domicile have parameter in one or more of its buildings?\nscope:domicile = { has_domicile_parameter = parameter_name }",""],["Does the scoped domicile have an ongoing construction?)\nscope:domicile = {\n}","has_ongoing_domicile_construction = yes/no"],["does the scoped domicile have the required herd?",""],["what is the amount of currently raised horde (or potential horde if none are raised) of the scoped domicile?",""],["Is the scoped domicile of domicile type?\nscope:domicile = { is_domicile_type = domicile_type_key }",""],["what is the herd limit of the scoped domicile?",""],["does the scoped domicile have the required max provisions?",""],["Amount of buildings constructed for scoped domicile\nscope:domicile = { num_domicile_buildings > 0 }",""],["Is the provision cost from the domicile's current location to it's owner.\nIn order to calculate the cost we will operate in three stages:\n1. Check if the from and to provinces are direct neighbours.\n2. Check any travel plan the domicile owner might have and see if the from and\nto are part of the travel plan. This will require domicile's location to be\nthe first entry in the travel plan.\n3. Do a pathfind between the domicile and domicile owner's current location,\nusing that path for the cost.\nscope:domicile = {\n}","provision_cost_to_owner < 100"],["does the scoped domicile have the required provisions?",""],["Iterate through all MaA regiments in the army\nscope:army = {\ninclude_hired = yes # should it include merc and holy order regiments (yes by default)\n}\n}\nany_army_maa_regiment = { <count=num/all> / <percent=fixed_point> <triggers> }","any_army_maa_regiment = {"],["is this army moving?",""],["what size is this army's max size?",""],["How many MaA regiments does the scoped army have?",""],["Does the scoped army have the value amount of MaA of the specified base type?","value = knight_army.army_number_maa_regiments_of_base_type:archers"],["Does the scoped army have the value amount of MaA of the specified type?","value = knight_army.army_number_maa_regiments_of_type:crossbowmen"],["what size is this army?",""],["Can we disband this army?",""],["How much barter loot is the army carrying?",""],["Can we disband this army?",""],["Is the scoped army in combat?",""],["Is the scoped army in a raid (this includes a raid interrupted by combat)?",""],["Is the scoped army in a siege (this includes a siege interrupted by combat)?",""],["Is the scoped army in a siege that is relevant to the target character?","is_army_in_siege_relevant_for = scope:character"],["Is the scoped army a barter army?",""],["Is the scoped army a raid army?",""],["Does the Army have the given raid intent?","raid_intent = key"],["How much raid loot is the army carrying?",""],["What is the army's total damage stat in its current location?",""],["What is the army's total pursuit stat in its current location?",""],["What is the army's total screen stat in its current location?",""],["What is the army's total siege value stat in its current location?",""],["What is the army's total toughness stat in its current location?",""],["Iterate through all Contributions of a given Great Project, regardless of whether they were funded or not.","any_contribution = { <count=num/all> / <percent=fixed_point> <triggers> }"],["The project's build progress in percentage (from 0 to 1). If the project is not being built this is 0.","<scope:great_project> = {\n\tgreat_project_build_progress > 0.5\n}"],["Compare against the current construction phase of this project.\nPossible values are:\n* planned = the project is gathering funds\n* in_progress = the project has started\n* completed = the project was completed","<scope:great_project> = {\n\tgreat_project_construction_phase = in_progress\n}"],["The number of days until the project is built, taking into account the current province holder for progress bonuses. If the project is not being built this is -1.","<scope:great_project> = {\n\tgreat_project_days_to_completion > 365\n}"],["Check if the project is of the given type. Use the key from the project definition to compare.","<scope:great_project> = {\n\tgreat_project_type = great_wall\n}"],["Iterate through all armies currently located in the scoped province","any_army_in_location = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters currently located in the scoped province","any_character_in_location = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all active Great Projects in a Province.","any_great_project_in_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all neighboring provinces of a province","any_neighboring_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all domiciles of scoped province","any_province_domicile = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets epidemics affecting the scoped province\nOptionally specify an outbreak intensity filter\nany_province_epidemic = { <count=num/all> / <percent=fixed_point> <triggers> }","any_province_epidemic = { intensity = apocalyptic }"],["Gets legends affecting the scoped province","any_province_legend = { <count=num/all> / <percent=fixed_point> <triggers> }"],["How much gold is available to loot for raiding/bartering armies?","available_loot >= 7"],["How many building slots exist (including occupied ones)?","building_slots > 3"],["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"],["Number of days since the target epidemic infected the scoped province\nvalue >= 20\ntarget = scope:epidemic\n}","days_since_province_infection = {"],["Get the epidemic resistance of the scoped province.","epidemic_resistance >= 20"],["Compares the fort level of a province",""],["How many free building slots exist? A building in construction is considered to be taking a slot","free_building_slots > 3"],["Checks if a province is in a certain geographical region",""],["does the scope province have a particular building?","has_building = temple_01"],["does the scope province have a particular building or its successor?","has_building_or_higher = temple_01"],["does the scope province have a building with a certain flag?\nhas_building_with_flag = temple # count >= 1","has_building_with_flag = { flag = temple count >= 2 }"],["does the scope province have a construction of a building with the specified flag?","has_construction_with_flag = temple"],["does the scope province have a free building slot? has_free_building_slot = yes","has_free_building_slot = yes"],["Does the province (holding) have a great building?",""],["Does the province (holding) have a great building slot?",""],["does the scope province have holding?","has_holding = yes"],["does the scope province have a holding of particular type?","has_holding_type = castle_holding"],["does the scope province have a construction ongoing?","has_ongoing_construction = yes"],["Does the scoped province have a given modifier","has_province_modifier = name"],["Does the scoped province have the duration remaining on a given modifier","has_province_modifier_duration_remaining = name"],["Does this province have a ruined Great Building?",""],["Does the province (holding) have a special building?",""],["Does the province (holding) have a special building slot?",""],["Does this province have stationed regiments?",""],["Does the province have stationed regiment of base type?",""],["Checks if there is a travel point of interest of type X in the province.","has_travel_point_of_interest = point_of_interest_type"],["Is the province a coastal province (next to sea, not including lakes)?",""],["Is the province the county capital?",""],["Is this a lake province?",""],["Is the province next to a lake?",""],["Is this province currently being occupied?",""],["Is this province currently being raided?",""],["Is the province a river?",""],["Is the province riverside?",""],["does the scope province have a ruined building that is currently being reconstructed? Only Great Buildings can be Ruined and be Reconstructed.","is_ruined_building_being_reconstructed = yes"],["Is this a sea province?",""],["Check the income of the scoped province","monthly_income > 10"],["How many normal buildings are there? Duchy and such buildings do not count. Building under construction does count","num_buildings > 3"],["Check the number of characters in the pool the scoped province is a part of",""],["Date when the target epidemic infected the scoped province.",""],["Infection rate of target epidemic in the scoped province\nvalue >= 20\ntarget = scope:epidemic\n}","province_infection_rate = {"],["Checks if a province is of a specific terrain type",""],["Checks if a province's danger type is of a specific type for a specific travel plan\ntravel_danger_type = { travel_plan = scope:some_travel_plan terrain = terrain type }","travel_danger_type = { travel_plan = scope:some_travel_plan type = name_of_danger_type }"],["What is the province's danger value for a specific travel plan? travel_danger_value = { target = scope:some_travel_plan value > 1 }",""],["Iterate through all attackers in the war","any_war_attacker = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all defenders in the war","any_war_defender = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all participants in the war","any_war_participant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["compares the attacker 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",""],["compares the defender war score",""],["does the war interaction still have a valid casus belli (those should be automatically removed on daily tick, but can exist for a tick)",""],["is the target character in the scope war as an attacker?",""],["Check if the scope war is a civil war or not",""],["is the target character in the scope war as a defender?",""],["is the target character participating in the scope war as an attacker or defender?",""],["is the target character leading one of the sides in the scope war?",""],["Check if the scoped war's CB has is_white_peace_possible = yes",""],["is the scope war using the specified CB? using_cb = religious_war","using_cb = religious_war"],["Checks how much a character has contributed to the scoped war\ntarget = some character\nvalue > 5\n}","war_contribution = {"],["compares the number of days the war is going on for",""],["has the target character been called to the scope war already?",""],["base_inspiration_gold_cost > 5\nGets the base gold cost of the scoped inspiration","Gets the base gold cost of the scoped inspiration"],["days_since_creation > 5\nGets the days since creation of the scoped inspiration","days_since_creation > 5"],["days_since_sponsorship > 5\nGets the days since sponsorship started of the scoped inspiration","days_since_sponsorship > 5"],["has_inspiration_type = type\nChecks if the scoped inspiration has the given inspiration database type","Checks if the scoped inspiration has the given inspiration database type"],["inspiration_gold_invested > 5\nGets the amount of gold invested in the scoped inspiration","inspiration_gold_invested > 5"],["inspiration_progress > 5\nGets the progress of the scoped inspiration","inspiration_progress > 5"],["The score in favour of the vassal for the scoped vassal contract obligation level","obligation_level_score > 2"],["Has task contract of the group\nscope:character = { has_task_contract_group = group }",""],["has task contract with type\nscope:task_contract = { has_task_contract_type = type_name }",""],["Is the contract type of criminal nature?",""],["Is contract valid to keep?",""],["Tier value for task contract\nscope:task_contract = { task_contract_tier = num }",""],["Days since the task contract was accepted.",""],["Checks if given region is adjacent or overlaps with the target region.\nYou can use both situation subregions or geographical regions as scopes. Targets a geographical bregion.","scope:situation_subregion/geographical_region:key = {\n\tregion_is_adjacent = scope:geographical_region\n}"],["Checks if given region is adjacent or overlaps with the target region.\nYou can use both situation subregions or geographical regions as scopes. Targets a situation subregion.","scope:situation_subregion/geographical_region:key = {\n\tregion_is_adjacent_situation_subregion = scope:situation_subregion\n}"],["What level is this Accolade Attribute?\ntype = bruiser_accolade\nlevel > 2\n}","accolade_attribute_level = {"],["Can the scoped accolade have more attributes? i.e. it has not reached the maximum number of attributes",""],["Does the scoped accolade have unspent attributes?",""],["What rank is this Accolade?","accolade_rank > 2"],["Does any of the Accolades types have the given category flag?","has_accolade_category = flag"],["Does any of the Accolades unlocked ranks have the given parameter flag?","has_accolade_parameter = flag"],["Does the Accolade have the given type?","has_accolade_type = key"],["Does the given Accolade's Owner have any character in their court ( including guests ) that could act as Successor of this Accolade if made into a Knight?",""],["The amount of levies in a county or province from buildings","levies > 100"],["The max amount of garrison in a county or province from buildings","levies > 100"],["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 }",""],["Is this side allowed to retreat early (when losing)? (set via script effect `set_allow_early_retreat = yes`)","allow_early_retreat = yes"],["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> }"],["Iterate through all knights","any_side_knight = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Returns all participants in a combat side","any_side_participant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Is this side disallowed from retreating via script? (via effect `set_disallowed_retreat = yes`)","disallowed_retreat = yes"],["Does this combat side have at least one MaA of the given regiment type? has_maa_of_type = onager","has_maa_of_type = onager"],["whether the combat side was the attacker or not",""],["is this side the winner of the combat",""],["is this side defeated in the combat",""],["is this side the forced winner of the combat? (via `forced_winner = yes`)","is_forced_winner = yes"],["Number of troops killed on the opposite side.","num_enemies_killed >= 500"],["Percantage of enemies killed out of total number of enemy soldiers.","percent_enemies_killed >= 80"],["what is the current size of all armies combined on this combat side?",""],["what is the max possible size of all armies combined on this combat side?",""],["How many soldiers does this side have still fighting?",""],["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",""],["Is this side skipping the persuit phase (if losing)? (set via script effect `set_skip_pursuit = yes`)","skip_pursuit = yes"],["Side's troops/opposide side's troops.ntroops_ratio < 0.5",""],["Iterate through all participant groups of the situation (in all sub-regions)","any_participant_group = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties that are involved in a situation","any_situation_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters that are participating in a situation.","any_situation_participant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all sub-regions of a situation","any_situation_sub_region = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Checks if top sub-region has phase parameter or not","has_situation_top_phase_parameter = parameter_key"],["Is this character considered a manual participant candidate in this situation?","is_manual_participant = yes/no"],["Is the type of scoped situation unique.","is_situation_unique = yes/no"],["Checks if situation current phase equals phase_type_key (will take first sub-region)","situation_current_phase = phase_type_key"],["Days since when the situation was completed.",""],["Days since the situation started.",""],["Date when the situation was completed.",""],["Checks if any sub-region of the situation has any of their future phases affected by the given catalyst.","has_situation_top_catalyst = situation_catalyst_key"],["Date when the situation started.",""],["Checks if top sub-region of situation has any of the future phases affected by the given catalyst","has_situation_top_catalyst = situation_catalyst_key"],["Checks if top sub-region of situation contains county","situation_top_has_county = scope:county"],["Checks if top sub-region of situation contains province","situation_top_has_province = scope:province"],["Days since the situation top phase started.",""],["Days until the situation top phase completes.",""],["Date when the situation top phase Ended.",""],["Date when the situation top phase started.",""],["Is the scoped situation of a specific situation type?","situation_type = situation_key"],["Iterate through all houses in dynasty","any_dynasty_house = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all dynasty members","any_dynasty_member = { <count=num/all> / <percent=fixed_point> <triggers> }"],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["Can the scoped dynasty unlock a 'relevant' perk? Relevant meaning one that isn't the first in its track unless the dynasty has no partially filled tracks",""],["does the dynasty has the required number of unlocked dynasty perks?",""],["does the dynasty have the required prestige?",""],["does the dynasty have the required prestige level?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["Does the scoped dynasty have a given modifier","has_dynasty_modifier = name"],["Does the scoped dynasty have the duration remaining on a given modifier","has_dynasty_modifier_duration_remaining = name"],["Does the dynasty have this dynasty perk? has_dynasty_perk = key","has_dynasty_perk = key"],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many days are left in the mercenary contract. 0 if not hired.",""],["Iterate through all counties of a situation sub-region (warning: not fast)","any_situation_sub_region_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all geographical regions of a situation sub-region","any_situation_sub_region_geographical_region = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters that are participating in a situation, in a specific subregion","any_situation_sub_region_participant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all participant groups of the situation sub-region","any_situation_sub_region_participant_group = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Checks if sub-region has phase parameter or not","has_sub_region_phase_parameter = parameter_key"],["Checks the takeover days left of a future phase in this sub-region.\nphase_takeover_duration_days:future_phase_key <= scripted_value",""],["Checks the takeover points of a future phase in this sub-region.\nphase_takeover_points:future_phase_key <= scripted_value",""],["Checks if scoped sub-region of a situation contains county","situation_sub_region_has_county = scope:county"],["Is geographical region part of situation sub-region?","situation_sub_region_has_geographical_region = scope:geographical_region"],["Checks if scoped sub-region of a situation contains province","situation_sub_region_has_province = scope:province"],["Checks if sub-region current phase equals phase_type","sub_region_current_phase = phase_type"],["Days since the sub region current situation phase started.",""],["Days until the sub region current situation phase ends.",""],["Date when the sub region current situation phase ends.",""],["Date when the sub region current situation phase started.",""],["Iterate through all characters in agent slots in the scheme","any_scheme_agent_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all agent slots in the scheme","any_scheme_agent_slot = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Is the scheme currently affected by the specified modifier? has_scheme_modifier = X","has_scheme_modifier = X"],["Is the scoped scheme a hostile scheme?","is_hostile = bool"],["Is the target character an exposed agent in the scope scheme?",""],["Does the scheme have the given category?\nSupported categories: 'hostile', 'contract', and 'personal'.","is_scheme_category = <category>"],["Is the scheme exposed?",""],["Does the scheme have a target of the given type?\nSupported types: character, title, faith, culture","is_scheme_target_type = <type>"],["Is the scoped scheme's type a basic type?","is_type_basic = bool"],["Is the scoped scheme's type a secret type?","is_type_secret = bool"],["Max Scheme Success Chance",""],["The maximum number of breaches the scheme can have",""],["The number of the scheme's currently available agent charges",""],["The number of breaches the scheme currently has",""],["The number of days since scheme was started",""],["Is the target character part of this scheme?",""],["The number of exposed agents in a scheme",""],["The number of agents in a scheme",""],["Scheme phase duration",""],["Scheme progress (0 - 10 (defined))",""],["Scheme secrecy",""],["Is the scheme currently affected by the specified modifier? has_scheme_modifier = X","has_scheme_modifier = X"],["Scheme success chance",""],["Is the scheme of the specified type? scheme_type = X","scheme_type = X"],["Iterate through all defined required government types for a holding type","any_required_heir_government_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Does the scoped holding type have the given parameter?","has_holding_parameter = parameter"],["Does the scoped holding type have required heir government types defined?","has_required_heir_governments = yes/no"],["Iterate through all opposite traits of the scoped trait","any_opposite_trait = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Does the scoped trait belong to the given trait cateogry.","has_trait_category = health"],["Does the scoped trait have the given flag.","has_trait_flag = can_not_marry"],["Is the scoped trait an opposite trait of the target trait.","is_opposite_of_trait = scope:trait"],["Gets all promoters of the scoped legend","any_legend_promoter = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets all provinces the scoped legend has spread into","any_spread_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Days since when the legend was completed.",""],["Days since when the legend was created.",""],["Does the legend have the given localization key set for the named chapter.\nhas_legend_chapter = opening","has_legend_chapter = { name = opening localization_key = default_legend_opening }"],["Does the scoped legend have the specified legend chronicle.","has_legend_chronicle = beast_slayer"],["Does the scoped legend have a given modifier affecting the counties","has_legend_county_modifier = name"],["Does the scoped legend have the duration remaining on a given modifier affecting the counties","has_legend_county_modifier_duration_remaining = name"],["Does the scoped legend have a given modifier affecting the owner","has_legend_owner_modifier = name"],["Does the scoped legend have the duration remaining on a given modifier affecting the owner","has_legend_owner_modifier_duration_remaining = name"],["Does the scoped legend have a given modifier affecting the provinces","has_legend_province_modifier = name"],["Does the scoped legend have the duration remaining on a given modifier affecting the provinces","has_legend_province_modifier_duration_remaining = name"],["Is the scoped legend completed?.\nscope:legend = {\n}","is_legend_completed = yes"],["Date when the legend was completed.",""],["Get the quality of this legend.","legend_quality = famed"],["Date when the legend was created.",""],["Iterate through all counties of the culture","any_culture_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all duchies of the culture (duchies with at least one county of the culture","any_culture_duchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all empires of the culture (empires with at least one county of the culture","any_culture_empire = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all kingdoms of the culture (kingdoms with at least one county of the culture","any_culture_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all innovations known to the given culture","any_known_innovation = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all parent cultures","any_parent_culture = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all parent cultures or above","any_parent_culture_or_above = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all traditions of the given culture","any_tradition = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Get random applicable innovation from another culture",""],["The cultural acceptance of the scoped culture with the target culture","cultural_acceptance = { target = culture value > 50 }"],["Checks the age of the scope culture in years. If the culture has no creation date set, this will simply return the current year","culture_age >= 200"],["Is the culture currently Fascinated by an innovation?","<culture> = {\n\tculture_has_any_fascination = yes\n}"],["How many counties are there of this culture?","culture_number_of_counties > 10"],["Checks if any county with this culture is in the given geographical region",""],["How many free tradition slot are in the scoped culturescope:culture = { free_tradition_slot > 1 }",""],["Has the culture discovered all innovations matching the filter?\nwith_flag = flag_name # innovation matches if it has the flag; optional\nwithout_flag = flag_name # innovation matches if it does not have the flag; optional\nculture_era = era_key # innovation matches if it is from the era; optional\n}","has_all_innovations = {"],["Does the culture have this building gfx?","<culture> = { has_building_gfx = mena_building_gfx }"],["Does the culture have this clothing gfx?","<culture> = { has_building_gfx = mena_clothing_gfx }"],["Does the culture have this CoA gfx?","<culture> = { has_building_gfx = mena_coa_gfx }"],["Has this culture achieved specified era<culture> = { has_cultural_era_or_later = culture_era_early_medieval }","<culture> = { has_cultural_era_or_later = culture_era_early_medieval }"],["Does the culture have this cultural parameter?","<culture> = { has_cultural_parameter = name }"],["Does the culture have this cultural pillar?","<culture> = { has_cultural_pillar = name }"],["Does the culture have this cultural tradition scope?","<culture> = { has_cultural_tradition = scope:traditon }"],["Have the culture discovered this innovation?",""],["Has the culture discovered an innovation with this flag? has_innovation_flag = flag",""],["Does the culture have this name list?","<culture> = { has_name_list = name }"],["Does the culture have this name list as its first name list?","<culture> = { has_primary_name_list = name }"],["Does the culture have the same ethos as the target?",""],["Does the culture have the same head determination as the target?",""],["Does the culture have the same heritage as the target?",""],["Does the culture have the same language as the target?",""],["Does the culture have the same martial tradition as the target?",""],["Does the culture have this unit gfx?","<culture> = { has_unit_gfx = mena_unit_gfx }"],["Checks if the scope culture was created by diverging from a single parent culture and returns yes if true or no if false.","is_divergent_culture = yes"],["Checks if the scope culture was created from a hybridization of two cultures and returns yes if true or no if false.","is_hybrid_culture = yes"],["Does the culture have the required number of discovered innovations?","num_discovered_innovations > 20"],["Does the scoped culture have the required number of active discovered innovations in the specified era?\ntarget = culture_era_early_medieval\nvalue > 5\n}\nnum_discovered_innovations_in_era:culture_era_early_medieval > 15\nnum_discovered_innovations_in_era:culture_era_early_medieval >\n\"scope:target_culture.num_discovered_innovations_in_era:culture_era_early_medieval","num_discovered_innovations_in_era = {"],["Iterate through all characters who know the secret","any_secret_knower = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through participants in a secret","any_secret_participant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["can the scope secret be exposed by the target character? can_be_exposed_by = target","can_be_exposed_by = target"],["is this secret criminal for the target participant? is_criminal_for = <character>","is_criminal_for = <character>"],["is the scope secret known by the target character?",""],["is this secret shunned for the target participant? is_shunned_for = <character>","is_shunned_for = <character>"],["is this secret shunned or criminal for the target participant? is_shunned_or_illegal_for = <character>","is_shunned_or_illegal_for = <character>"],["has the scope secret been spent by the target character? is_spent_by = target","is_spent_by = target"],["Does the local player have knowledge about the secret?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Is the scope secret of the same type as the target secret?","same_secret_type_as = scope:some_secret"],["Is the scope secret of the specified type?",""],["Iterate through all faiths within a religion","any_faith = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters with a claim on the scoped artifact","any_artifact_claimant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all dynasty houses with a claim on the scoped artifact","any_artifact_house_claimant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["does this artifact have the required durability?",""],["does this artifact have the required max durability?",""],["is the artifact of the given inventory slot type?",""],["is the artifact of the given type?",""],["Can the scoped artifact be claimed by the given character?",""],["is the scoped artifact of given category?",""],["Does the artifact have the given feature?","has_artifact_feature = key"],["Does the artifact have the given feature group?","has_artifact_feature_group = key"],["Does the artifact have the given modifier?","has_artifact_modifier = key"],["is the scoped artifact currently equipped in its owners inventory?",""],["Is the scoped artifact unique\ndefined in the scripted template of the artifact","defined in the scripted template of the artifact"],["How many kills has this artifact been used in?",""],["is the scoped artifact of given rarity?",""],["should the scoped artifact decay with time?",""],["Iterate through all kills of a character","any_killed_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters that are interloper in a struggle.","any_interloper_ruler = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties that are involved in a struggle","any_involved_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters that are involved in a struggle.","any_involved_ruler = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Does the given struggle's current phase have the given parameter? Can only check for bool parameters. has_struggle_phase_parameter = parameter_key",""],["is the culture involved in struggle?","is_culture_involved_in_struggle = culture:english"],["is the faith involved in struggle?","is_faith_involved_in_struggle = faith:baltic_pagan"],["is the scope struggle's current phase particular phase?","is_struggle_phase = struggle_iberia_phase_opportunity"],["is the scope struggle's type particular type?","is_struggle_type = iberian_struggle"],["Is any of the future phases affected by the given catalyst?phase_has_catalyst = catalyst_key",""],["Check if the scope task's councillor can be fired. Will check both can_fire and things like it being illegal to reassing the position\nscope:task = { position_can_be_fired = yes }","scope:task = { position_can_be_fired = yes }"],["Iterate through all faction county members","any_faction_county_member = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all faction character members","any_faction_member = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Average opinion of all the characters of the faction scope target",""],["Average opinion of the character that are NOT powerful vassals of the faction scope target",""],["Average opinion of the character that are powerful vassals of the faction scope target",""],["How much is the Faction's Discontent increasing each month?",""],["Can the scope faction press demands?",""],["Current discontent of the faction",""],["Is the scope faction at war?",""],["Is the faction of this type?",""],["Current power of the faction","faction_power >= 80"],["Current power threshold of the faction",""],["Has the faction a special character assigned?",""],["Has the faction a special title assigned?",""],["How many months until Discontent is max (100)?",""],["Current number of faction members in faction",""],["Iterates through all member characters of the scoped confederation","any_confederation_member = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterates through all member houses of the scoped confederation","any_confederation_member_house = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Current total cohesion of the confederation/bloc.",""],["Current combined military power of the confederation/bloc.",""],["Does the confederation/bloc have a cohesion?",""],["Does current cohesion level of the given confederation/bloc have the given parameter?","<bloc> = {\n\thas_cohesion_level_parameter = <parameter_key>\n}"],["Does the confederation have a leading house?",""],["Is the confederation house based? i.e bloc",""],["Number of members in the scoped confederation",""],["Check if the specified project type is marked as important. Used to drive the notification system.","scope:great_project_type = {\n\tgreat_project_type_is_important = yes\n}"],["Is the story in scope of this type?",""],["Is the scoped Accolade Type's tier equal to?",""],["Does the scoped Accolade Type have the given category?","type_has_accolade_category = flag"],["Adds diplomacy skill",""],["Adds focus progress",""],["adds effect to be read internally (no effect in the gamestate)",""],["Adds intrigue skill",""],["Adds learning skill",""],["Adds martial skill",""],["Adds prowess skill",""],["Adds stewardship skill",""],["add law to scoped title, overriding any current law from the same group. DOES NOT apply law change costs and effects.","add_title_law = princely_elective_succession_law"],["add law to scoped title, overriding any current law from the same group. DOES apply law change costs and effects.","add_title_law = princely_elective_succession_law"],["Adds the event target to a variable list for the given duration\nWhere X is the name of the variable\nWhere Y is an event target\nAn optional days where Z is the number of days or script value","add_to_variable_list = { name = X target = Y days/weeks/months/years = Z }"],["Adds the current scope to an arbitrarily-named list (or creates the list if not already present) to be referenced later in the (unbroken) event chain\nadd_to_list = { name = <name_of_list> value = <script_value> }\nNOTE, if adding a permanent target to a temporary list, the whole list becomes permanent","add_to_list = <name_of_list>"],["Adds the event target to a variable list for the given duration\nWhere X is the name of the variable\nWhere Y is an event target\nAn optional days where Z is the number of days or script value","add_to_variable_list = { name = X target = Y days/weeks/months/years = Z }"],["Adds the current scope to an arbitrarily-named list (or creates the list if not already present) to be referenced later in the same effect\nadd_to_temporary_list = { name = <name_of_list> value = <script_value> }\nNOTE, if adding a temporary target to a permanent list, the list will stay permanent","add_to_temporary_list = <name_of_list>"],["Adds the event target to a variable list for the given duration\nWhere X is the name of the variable\nWhere Y is an event target\nAn optional days where Z is the number of days or script value","add_to_variable_list = { name = X target = Y days/weeks/months/years = Z }"],["Conditionally cause an assert during run time","assert_if = { limit = { X } text = Y }, where X is a trigger and Y is an optional string"],["Conditionally cause an assert during read time","assert_read = X, where X is yes or the string to be printed in the assert"],["Breaks the betrothal between the scope character to the target character, break_betrothal = target",""],["Stops the planning or construction of a Great Project.\nWill trigger on_cancel effects for the Great Project. No refunds.","\t<scope:great_project> =\t{\n\t\tcancel_great_project = this\n\t}"],["Changes the value or a numeric variable\nWhere X is the name of the numeric variable to modify\nWhere the valid operations are add, subtract, multiply, divide, modulo, min and max\nWhere Y is a fixed point value, script value or event target of a value type","change_variable = { name = X operation = Y }"],["Changes the value or a numeric variable\nWhere X is the name of the numeric variable to modify\nWhere the valid operations are add, subtract, multiply, divide, modulo, min and max\nWhere Y is a fixed point value, script value or event target of a value type","change_variable = { name = X operation = Y }"],["Change the realm law level by X steps for law group. DOES apply law change costs and effects.\nWhen exceeding law list bounds, the edge law is used. Invalid laws are not skipped.","change_realm_law_level = { law_group = budget_allocation_salary_law change = -2 }"],["Change the realm law level by X steps for law group. Skips the cost and the pass effect, and the revoke effects of the current law.\nWhen exceeding law list bounds, the edge law is used. Invalid laws are not skipped.","change_realm_law_level_skip_effects = { law_group = budget_allocation_salary_law change = -2 }"],["= {\nchange = 'previously created title_and_vassal_change', adds a title change, will not transfer vassals\ntake_baronies = yes # Optional; if set, will cause baronies to be taken (rather than vassalized) as well if this title is a county\ngovernment_base = character # Optional, if the character getting the title was unlanded, their new government\n# will be based on the government of government_base.\n# If no government_base is specified, the government will be based on holder's government.","holder = Character that should get the title"],["= {\\n\"\nchange = 'previously created title_and_vassal_change', adds a title change, will transfer vassals\ntake_baronies = yes # Optional; if set, will cause baronies to be taken (rather than vassalized) as well if this title is a county\ngovernment_base = character # Optional, if the character getting the title was unlanded, their new government\n# will be based on the government of government_base.\n# If no government_base is specified, the government will be based on holder's government.","holder = 'Character that should get the title'"],["Change the title law level by X steps for law group. DOES NOT apply law change costs and effects.\nWhen exceeding law list bounds, the edge law is used. Invalid laws are not skipped.","change_title_law_level = { law_group = budget_allocation_salary_law change = -2 }"],["Change the title law level by X steps for law group. DOES apply law change costs and effects.\nWhen exceeding law list bounds, the edge law is used. Invalid laws are not skipped.","change_title_law_level = { law_group = budget_allocation_salary_law change = -2 }"],["Changes the value or a numeric variable\nWhere X is the name of the numeric variable to modify\nWhere the valid operations are add, subtract, multiply, divide, modulo, min and max\nWhere Y is a fixed point value, script value or event target of a value type","change_variable = { name = X operation = Y }"],["Clamps a variable the specified max and min\nWhere X is the name of the variable\nWhere Y and Z are script values","clamp_variable = { name = X max = Y min = Z }"],["Clamps a variable the specified max and min\nWhere X is the name of the variable\nWhere Y and Z are script values","clamp_variable = { name = X max = Y min = Z }"],["Clamps a variable the specified max and min\nWhere X is the name of the variable\nWhere Y and Z are script values","clamp_variable = { name = X max = Y min = Z }"],["Empties the list","clear_variable_list = variable_name"],["Empties the list","clear_variable_list = variable_name"],["Clears a saved scope from the top scope","save_scope_as = cool_scope -> clear_saved_scope = cool_scope"],["Removes all traits for the character. clear_traits = yes",""],["Empties the list","clear_variable_list = variable_name"],["Closes all views. close_all_views = yes",""],["Tries to close the defined view.\nTake care to set player if effect is executed not through UI but through synchronized code. Else all the window will open for all players.\nview = <view name>\nplayer = scope:character # optional, else closes for all players who execute the effect\n}simplified: close_view = <view name>","close_view = {"],["Completes the Great Project immediately as if it was fully constructed.\nWill trigger on_complete effects for the Great Project, but no animations. Does not care if you have met the requirements (e.g. contributions) or not.","\t<scope:great_project> =\t{\n\t\tcomplete_great_project = this\n\t}"],["Completes the Great Project immediately as if it was fully constructed.\nWill trigger on_complete and any animation effects for the Great Project. Does not care if you have met the requirements (e.g. contributions) or not.","\t<scope:great_project> =\t{\n\t\tcomplete_great_project_animated = this\n\t}"],["Adds all traits of the target to the character. Skips any traits that the character isn't allowed to have. Will not remove the character's existing traits. copy_traits = scope:character",""],["Create an accolade for the scoped character with the given knight and types. The name is an optional loc key, a default name will be generated otherwise.","create_accolade = { knight = scope:character primary = accolade_type name = loc_key }"],["Create a title for a landless adventurer.","create_adventurer_title = \\\"\n\tname = key/dynamic description\n\tholder = <character> (intended holder of the new title)\n\tgovernment = administrative_government # optional government, default is adventurer\n\tsave_scope_as = <name>\n\tprefix = key/dynamic description (optional; name used if not specified)\n\tadjective = key/dynamic description (optional; name used if not specified)\n}"],["Betroth the scope character to the target character, create_betrothal = target (at least one of the characters need to not be adult)",""],["Betroth the scope character to the target character matrilineally, create_betrothal_matrilineal = target (at least one of the characters need to not be adult)",""],["Creates a character\nsave_temporary_event_target_as = flag - save the character as a temporary event target\nname =\nage =\ngender = male/female/character scope\ngender_female_chance = script_value - Range (0..100)\nopposite_gender = character scope\ntrait = add this trait\nrandom_traits_list = { count = { 1 5 } traitID = { some triggers } traitID = { some triggers } } - A number of traits specified by count (1 if not specified) will be picked from the traits that have their triggers met. Scopes are the same as where create_character is used. More than one grouping like this can be defined\nrandom_traits = yes/no\nhealth =\nfertility =\nmother =\nfather =\nreal_father = (should only be set if the real father is not the same as father=)\nemployer = will end up in this court, will become a pool character unless specified or father/mother is landed\nlocation = pool province; mutually exclusive with employer\ntemplate_character =\nfaith, culture and dynasty are set from 1. template_character 2. father 3. mother 4. employer (not employer for dynasty) unless specified directly\nfaith = faith tag OR a faith scope\nrandom_faith = { catholic = { some triggers } cathar = { some triggers }. Random one where the triggers are met will be picked. Scopes are the same as where create_character is used\nrandom_faith_in_religion = religion tag OR a faith scope (there's no religion scope)\nculture = culture name OR a culture scope\nrandom_culture = { norse = { some triggers } norwegian = { some triggers }. Random one where the triggers are met will be picked. Scopes are the same as where create_character is used\nrandom_culture_in_group = culture group name OR a culture scope (there's no group scope)\ndynasty_house = dynasty house name OR a dynasty house scope\ndynasty = generate/inherit/none - What to do if dynasty_house is not specified. generate by default.\nethnicity = culture/mother/father/parents/<ethnicity> - How to select ethnicity, culture by default.\nethnicities = { <key> = { some_triggers } } - Pick randomly from these ethnicities instead.\nmartial/diplomacy/intrigue... = will get random unless specified\nafter_creation = { some effects } run after character is created. Scope starts off in the character, with the scope it was created in as PREV, and the same top scope and saved targets etc.","save_event_target_as = flag - save the character as an event target"],["Creates a dynamic title\nThe title will be saved to scope:new_titleusage:\ntier = <tier>\nname = key/dynamic description\nadj = key/dynamic description (optional; name used if not specified)\npre = key/dynamic description (optional)\narticle = key/dynamic description (optional)\n}","create_dynamic_title = {"],["Create a new holy order\nleader = scope:a_character\ncapital = scope:a_barony_title\nname = <name> #Optional\ncoat_of_arms = <coa_name> #Optional\nsave_scope_as/save_temporary_scope_as = new_holy_order # optional way to get a reference to the new holy order\n}","create_holy_order = {"],["Create a title for a nomad.","create_nomad_title = \\\"\n\tname = key/dynamic description\n\tholder = <character> (intended holder of the new title)\n\tgovernment = administrative_government # optional government, default is herder_government\n\tsave_scope_as = <name>\n\tprefix = key/dynamic description (optional; name used if not specified)\n\tadjective = key/dynamic description (optional; name used if not specified)\n}"],["starts a title and vassal change and saves it as a temporary event target\ntype = conquest (or other type)\nsave_scope_as = change (name of resulting saved scope)\nadd_claim_on_loss = yes (optional)\n}","create_title_and_vassal_change = {"],["Wraps effects that get a custom description instead of the auto-generated one\ntext = <effect_localization_key>\nsubject = <optional subject scope> #defaults to current scope\nobject = <optional object scope>\nvalue = <optional script value>\n... effects ...\n}","custom_description = {"],["Wraps effects that get a custom description instead of the auto-generated one. Also ensures no bullet point appears\ntext = <effect_localization_key>\nsubject = <optional subject scope> #defaults to current scope\nobject = <optional object scope>\nvalue = <optional script value>\n... effects ...\n}","custom_description_no_bullet = {"],["just a tooltip, the scope as object (for grouping, localization). Can also be written as custom_label = { text = key subject = scope (optional) <hidden effects> }",""],["just a tooltip, the scope as subject (for grouping, localization). Can also be written as custom_tooltip = { text = key subject = scope (optional) <hidden effects> }",""],["Log a string to the debug log when this effect executes, debug_log = message, the message can be a localization string with ROOT, SCOPE and PREV available",""],["Logs the current date to the debug.log",""],["Log the current scope to the debug log when this effect executes; yes = full scope info, no=only current scope",""],["Log a string to the *debug* log followed by a stack trace.\nThe message can be a localization string with ROOT, SCOPE and PREV available.","\tdebug_log_stack_trace = \"This is a test message\""],["Like trigger_event, except it'll print the trigger fulfillment and immediate effects of the event too",""],["Destroy given artifact, regardless of owner.","destroy_artifact = artifact"],["destroy_character_memory = character_memory\nDestroys the targeted character memory, do not use the destroyed scope after calling this since it will have been removed","destroy_character_memory = character_memory"],["destroy_inspiration = inspiration\nDestroys the targeted inspiration, do not use the destroyed scope after calling this since it will have been removed","Destroys the targeted inspiration, do not use the destroyed scope after calling this since it will have been removed"],["Destroy artifact owned by character. Safer version of 'destroy_artifact'.","destroy_owned_artifact = artifact"],["Disables succession calculations, they can still be added to the queue for future calculations",""],["Divorces the scope character from the target character. divorce = target",""],["duel effect that selects an effect based on comparing specified skill(s), and/or saved variable(s) on, of a character to a value or another character's skill(s). Alternatively, the compare value can be scripted completely\nskill = X\n(skills = { X1 X2 ... })\nchallenge_variable = saved_variable_name\n(challenge_variables = { saved_variable_name_1 saved_variable_name_2 ... })\ntarget = Y\nvalue = Z\nlocalization = W\n... random list body\n}\nWhere X is the skill to compare, or the list of skills listed; Y is the target character (requires skill(s) to be set) or integer value Z (works with or without the skill), the rest of the effect is the same as random_list.\nIf the skill(s) are unspecified, the effect needs a value Z (which can use scripted math) which it will then use as the duel value directly.\nIf localization = W is specified, the effect localization W will be used (entry in effect_localization database, not a localization key directly).\nWhen multiple skills are specified, they are added together and the average is taken.\nThe skill difference (or scripted duel value) is available as scope:duel_value inside the outcome entries, the duel target is accessible as scope:duel_target.\nThe three valid types of combinations are: skill(s) + target / skill(s) + value / only value\nSince there is now no automatic weighting, we should be using weight numbers in a comparable range to the scope:duel_value value. Since that will always be between -20 and 20 (unless you do something very unusual), and typically in a more narrow range than that, we should stick to those ranges.\nOnly use larger weights if you want the duel_value to have a smaller impact on the weighting, and only use smaller weights if you want the duel_value to have a huge impact on the weighting.\nIn addition, it is fully possible for the compare_modifier to reduce the weight to 0, which would mean that it will not be possible to happen at all. I've requested code support to make it so that we can define min and max values for weights, but until further notice we should use ranges that are guaranteed to not hit 0, or include min values in the compare_modifier itself.\nLastly, remember that if you want the outcome of a duel to scale linearly from (almost) 0% to (almost) 100%, the duel_value should be applied 50% to the good outcome, and -50% to the bad outcome. If you only apply it on one side, you will retain a (presumably significant) chunk of chance for the other outcome.\nIf 'challenge_variable' or 'challenge_variables' are used, the variables specified must be localized with <variable_key>_name. You can also do text icons with named <variable_key>_icon","duel = {"],["Executes enclosed effects if limit criteria of preceding 'if' or 'else_if' is not met\nelse = { <effects> }","if = { limit = { <triggers> } <effects> }"],["Executes enclosed effects if limit criteria of preceding 'if' or 'else_if' is not met, and its own limit is met\nelse_if = { limit = { <triggers> } <effects> }","if = { limit = { <triggers> } <effects> }"],["Enables succession calculations and runs any calculations currently in the queue.",""],["end_inspiration_sponsorship = inspiration\nStops the sponsorship of the targeted inspiration","Stops the sponsorship of the targeted inspiration"],["Log a string to the error log when this effect executes, error_log = message, the message can be a localization string with ROOT, SCOPE and PREV available",""],["Log the current scope to the error log when this effect executes; yes = full scope info, no=only current scope",""],["Log a string to the *error* log followed by a stack trace.\nThe message can be a localization string with ROOT, SCOPE and PREV available.","\terror_log_stack_trace = \"This is a test message\""],["Iterate through every accolade_type in the database","every_accolade_type = { limit = { <triggers> } <effects> }"],["Iterate through all dynasties with dynasty head. Deprecated - use 'every/any/random dynasty with the optional parameter instead.","every_active_dynasty = { limit = { <triggers> } <effects> }"],["Iterate through all activities in the world","every_activity = { limit = { <triggers> } <effects> }"],["Iterate through every activity_type in the database","every_activity_type = { limit = { <triggers> } <effects> }"],["Iterate through all existing artifacts","every_artifact = { limit = { <triggers> } <effects> }"],["Iterate through all baronies in the game","every_barony = { limit = { <triggers> } <effects> }"],["Iterate through every casus_belli_type in the database","every_casus_belli_type = { limit = { <triggers> } <effects> }"],["Iterate through all characters with a royal court","every_character_with_royal_court = { limit = { <triggers> } <effects> }"],["Gets all legends in the world that have been completed","every_completed_legend = { limit = { <triggers> } <effects> }"],["List all confederations","every_confederation = { limit = { <triggers> } <effects> }"],["Iterate through every confederation_type in the database","every_confederation_type = { limit = { <triggers> } <effects> }"],["Iterate through all counties in the game","every_county = { limit = { <triggers> } <effects> }"],["Iterate through all counties in the region. Put 'region = region_name' inside it","every_county_in_region = { limit = { <triggers> } <effects> }"],["Iterate through every court_position_type in the database","every_court_position_type = { limit = { <triggers> } <effects> }"],["Iterate through all cultures in the game","every_culture_global = { limit = { <triggers> } <effects> }"],["Iterate through every culture_innovation in the database","every_culture_innovation = { limit = { <triggers> } <effects> }"],["Iterate through every culture_pillar in the database","every_culture_pillar = { limit = { <triggers> } <effects> }"],["Iterate through every culture_tradition in the database","every_culture_tradition = { limit = { <triggers> } <effects> }"],["Iterate through every decision in the database","every_decision = { limit = { <triggers> } <effects> }"],["Iterate through every doctrine in the database","every_doctrine = { limit = { <triggers> } <effects> }"],["Iterate through all domiciles","every_domicile = { limit = { <triggers> } <effects> }"],["Iterate through all duchies in the game","every_duchy = { limit = { <triggers> } <effects> }"],["Iterate through all dynasties. Use 'include_inactive = yes' to explicitly include inactive (without dynasty head) Dynasties.","every_dynasty = { limit = { <triggers> } <effects> }"],["Iterate through all empires in the game","every_empire = { limit = { <triggers> } <effects> }"],["Gets all epidemics in the world","every_epidemic = { limit = { <triggers> } <effects> }"],["Iterate through every epidemic_type in the database","every_epidemic_type = { limit = { <triggers> } <effects> }"],["Iterate through every geographical_region in the database","every_geographical_region = { limit = { <triggers> } <effects> }"],["Iterate through every government_type in the database","every_government_type = { limit = { <triggers> } <effects> }"],["Iterate through all active Great Projects.","every_great_project = { limit = { <triggers> } <effects> }"],["Iterate through every great_project_type in the database","every_great_project_type = { limit = { <triggers> } <effects> }"],["Iterate through all hegemonies in the game","every_hegemony = { limit = { <triggers> } <effects> }"],["Iterate through every holding_type in the database","every_holding_type = { limit = { <triggers> } <effects> }"],["Iterate through every house_aspiration in the database","every_house_aspiration = { limit = { <triggers> } <effects> }"],["Iterate through every house_relation_level in the database","every_house_relation_level = { limit = { <triggers> } <effects> }"],["Iterate through every house_relation_type in the database","every_house_relation_type = { limit = { <triggers> } <effects> }"],["Iterate through all counties that are important for at least some title","every_important_location = { limit = { <triggers> } <effects> }"],["Iterate through all items in global list. list = name or variable = name","every_in_global_list = { limit = { <triggers> } <effects> }"],["Iterate through all items in list. list = name or variable = name","every_in_list = { limit = { <triggers> } <effects> }"],["Iterate through all items in local list. list = name or variable = name","every_in_local_list = { limit = { <triggers> } <effects> }"],["Independent rulers list with a COUNT tier or above who hold land","every_independent_ruler = { limit = { <triggers> } <effects> }"],["Iterate through all inspirations in the world","every_inspiration = { limit = { <triggers> } <effects> }"],["Iterate through all characters with an inspirations in the world","every_inspired_character = { limit = { <triggers> } <effects> }"],["Iterate through all titles that are interested in any county","every_interested_title = { limit = { <triggers> } <effects> }"],["Iterate through all kingdoms in the game","every_kingdom = { limit = { <triggers> } <effects> }"],["Gets all legends in the world that have not been completed","every_legend = { limit = { <triggers> } <effects> }"],["Iterate through every legend_type in the database","every_legend_type = { limit = { <triggers> } <effects> }"],["Iterate through all living characters","every_living_character = { limit = { <triggers> } <effects> }"],["Iterate through all mercenary companies","every_mercenary_company = { limit = { <triggers> } <effects> }"],["Iterate through all open invite activities in the world","every_open_invite_activity = { limit = { <triggers> } <effects> }"],["Iterate through all player characters","every_player = { limit = { <triggers> } <effects> }"],["Iterate through all characters in the pool of the given province","every_pool_character = { limit = { <triggers> } <effects> }"],["Iterate through all provinces (skips non-land and impassable provinces)","every_province = { limit = { <triggers> } <effects> }"],["Iterate through all religions in the game","every_religion_global = { limit = { <triggers> } <effects> }"],["Rulers list with a COUNT tier o above.\nCan optionally filter by:\n* government:\tgovernment_type_filter = government_type:mandala_government (accepts saved scopes)\n* faith:\t\tfaith_filter = faith:catholic (accepts saved scopes)\n* culture:\t\tculture_filter = culture:greek (accepts saved scopes)\n* tier:\t\t\ttier_filter = kingdom (use county/duchy/kingdom/empire/hegemony, without tier_prefix. baronies are not supported)\n* independent:\tonly_independent = yes (if unspecified or set to 'no' vassals will be included in the list)","any_ruler = {\n\tgovernment_type = government_type:feudal_government\n\tonly_independent = yes\n\ttier = duchy\n\n\tlimit = {}\n\n\tyour effect...\n}\nevery_ruler = { limit = { <triggers> } <effects> }"],["Iterate through all provinces with a special building slot (built or un-built)","every_special_building_province = { limit = { <triggers> } <effects> }"],["Gets all available and accepted task contracts.\nOptionally specify a contract type filter\nevery_task_contract = { limit = { <triggers> } <effects> }","any_task_contract = { task_contract_type = laamp_raid_contract }"],["Iterate through every task_contract_type in the database","every_task_contract_type = { limit = { <triggers> } <effects> }"],["Iterate through every trait in the database","every_trait = { limit = { <triggers> } <effects> }"],["Iterate through all traits in a given category\nevery_trait_in_category = { limit = { <triggers> } <effects> }","any_trait_in_category = { category = fame/health/etc }"],["Iterate through every vassal_contract in the database","every_vassal_contract = { limit = { <triggers> } <effects> }"],["Effect not shown in tooltips",""],["Suppress errors for effects using to-be created objects (like artifacts or characters) in tooltips. The effects inside are hidden from the tooltip, with no description generated whatsoever!",""],["Executes enclosed effects if limit criteria are met","if = { limit = { <triggers> } <effects> }"],["Log a string to the info log when this effect executes, info_log = message, the message can be a localization string with ROOT, SCOPE and PREV available",""],["Log the current scope to the info log when this effect executes; yes = full scope info, no=only current scope",""],["Log a string to the *info* log followed by a stack trace.\nThe message can be a localization string with ROOT, SCOPE and PREV available.","\tinfo_log_stack_trace = \"This is a test message\""],["Invalidate and destroy the target activity, running its on_invalidate effect","invalidate_activity = scope:activity"],["Multiplies focus progress",""],["Tries to open the defined view.\nredirect = [yes|no] - yes by default, redirect the actor and recipients ( only works if secondary_actor and secondary_recipient are not setup or are invalid)\nactor = character_actor - must be defined, must coincide with the current player\nrecipient = character_actor - must be defined\nsecondary_actor = character_secondary_actor - optional\nsecondary_recipient = character_secondary_recipient - optional\ntarget_title = title - optional","interaction = interaction_key - the interaction object key to open"],["Tries to open the defined view without scope data.\nTake care to set player if effect is executed not through UI but through synchronized code. Else all the window will open for all players.\nview = <view name>\nview_message = <view specific instruction> # optional\nplayer = scope:character # optional, else shows for all players who execute the effect\n}simplified: open_view = <view name>","open_view = {"],["Tries to open the defined view with scope data.\nTake care to set player if effect is executed not through UI but through synchronized code. Else all the window will open for all players.\nview = <view name>\nview_message = <view specific instruction> # optional\nplayer = scope:character # optional, else shows for all players who execute the effect\n}\nsimplified: open_view_data = <view name>\nfor example: scope:faith = { open_view_data = faith_conversion }","open_view_data = {"],["Iterate through every accolade_type in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_accolade_type = {"],["Iterate through all dynasties with dynasty head. Deprecated - use 'every/any/random dynasty with the optional parameter instead.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_active_dynasty = {"],["Iterate through all activities in the world\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_activity = {"],["Iterate through every activity_type in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_activity_type = {"],["Iterate through all existing artifacts\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_artifact = {"],["Iterate through all baronies in the game\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_barony = {"],["Iterate through every casus_belli_type in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_casus_belli_type = {"],["Iterate through all characters with a royal court\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_character_with_royal_court = {"],["Gets all legends in the world that have been completed\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_completed_legend = {"],["List all confederations\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_confederation = {"],["Iterate through every confederation_type in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_confederation_type = {"],["Iterate through all counties in the game\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_county = {"],["Iterate through all counties in the region. Put 'region = region_name' inside it\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_county_in_region = {"],["Iterate through every court_position_type in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_court_position_type = {"],["Iterate through all cultures in the game\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_culture_global = {"],["Iterate through every culture_innovation in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_culture_innovation = {"],["Iterate through every culture_pillar in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_culture_pillar = {"],["Iterate through every culture_tradition in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_culture_tradition = {"],["Iterate through every decision in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_decision = {"],["Iterate through every doctrine in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_doctrine = {"],["Iterate through all domiciles\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_domicile = {"],["Iterate through all duchies in the game\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_duchy = {"],["Iterate through all dynasties. Use 'include_inactive = yes' to explicitly include inactive (without dynasty head) Dynasties.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_dynasty = {"],["Iterate through all empires in the game\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_empire = {"],["Gets all epidemics in the world\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_epidemic = {"],["Iterate through every epidemic_type in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_epidemic_type = {"],["Iterate through every geographical_region in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_geographical_region = {"],["Iterate through every government_type in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_government_type = {"],["Iterate through all active Great Projects.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_great_project = {"],["Iterate through every great_project_type in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_great_project_type = {"],["Iterate through all hegemonies in the game\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_hegemony = {"],["Iterate through every holding_type in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_holding_type = {"],["Iterate through every house_aspiration in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_house_aspiration = {"],["Iterate through every house_relation_level in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_house_relation_level = {"],["Iterate through every house_relation_type in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_house_relation_type = {"],["Iterate through all counties that are important for at least some title\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_important_location = {"],["Iterate through all items in global list. list = name or variable = name\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_in_global_list = {"],["Iterate through all items in list. list = name or variable = name\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_in_list = {"],["Iterate through all items in local list. list = name or variable = name\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_in_local_list = {"],["Independent rulers list with a COUNT tier or above who hold land\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_independent_ruler = {"],["Iterate through all inspirations in the world\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_inspiration = {"],["Iterate through all characters with an inspirations in the world\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_inspired_character = {"],["Iterate through all titles that are interested in any county\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_interested_title = {"],["Iterate through all kingdoms in the game\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_kingdom = {"],["Gets all legends in the world that have not been completed\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_legend = {"],["Iterate through every legend_type in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_legend_type = {"],["Iterate through all living characters\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_living_character = {"],["Iterate through all mercenary companies\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_mercenary_company = {"],["Iterate through all open invite activities in the world\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_open_invite_activity = {"],["Iterate through all player characters\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_player = {"],["Iterate through all characters in the pool of the given province\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_pool_character = {"],["Iterate through all provinces (skips non-land and impassable provinces)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_province = {"],["Iterate through all religions in the game\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_religion_global = {"],["Rulers list with a COUNT tier o above.\nCan optionally filter by:\n* government:\tgovernment_type_filter = government_type:mandala_government (accepts saved scopes)\n* faith:\t\tfaith_filter = faith:catholic (accepts saved scopes)\n* culture:\t\tculture_filter = culture:greek (accepts saved scopes)\n* tier:\t\t\ttier_filter = kingdom (use county/duchy/kingdom/empire/hegemony, without tier_prefix. baronies are not supported)\n* independent:\tonly_independent = yes (if unspecified or set to 'no' vassals will be included in the list)","any_ruler = {\n\tgovernment_type = government_type:feudal_government\n\tonly_independent = yes\n\ttier = duchy\n\n\tlimit = {}\n\n\tyour effect...\n}\nordered_ruler = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all provinces with a special building slot (built or un-built)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_special_building_province = {"],["Gets all available and accepted task contracts.\nOptionally specify a contract type filter\nordered_task_contract = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_task_contract = { task_contract_type = laamp_raid_contract }"],["Iterate through every task_contract_type in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_task_contract_type = {"],["Iterate through every trait in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_trait = {"],["Iterate through all traits in a given category\nordered_trait_in_category = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_trait_in_category = { category = fame/health/etc }"],["Iterate through every vassal_contract in the database\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_vassal_contract = {"],["Pans the camera to the specified province","pan_camera_to_province = scope:army.location"],["Pans the camera to the specified title","pan_camera_to_title = capital_barony"],["a random effect, random = { chance = X modifier = Y effects... }\nwhere X is a chance of the enclosed effects being fired and can be modified by optional value modifier list (AKA MTTH) Y",""],["Iterate through every accolade_type in the database","random_accolade_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all dynasties with dynasty head. Deprecated - use 'every/any/random dynasty with the optional parameter instead.","random_active_dynasty = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all activities in the world","random_activity = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every activity_type in the database","random_activity_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all existing artifacts","random_artifact = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all baronies in the game","random_barony = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every casus_belli_type in the database","random_casus_belli_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters with a royal court","random_character_with_royal_court = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets all legends in the world that have been completed","random_completed_legend = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["List all confederations","random_confederation = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every confederation_type in the database","random_confederation_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties in the game","random_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties in the region. Put 'region = region_name' inside it","random_county_in_region = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every court_position_type in the database","random_court_position_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all cultures in the game","random_culture_global = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every culture_innovation in the database","random_culture_innovation = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every culture_pillar in the database","random_culture_pillar = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every culture_tradition in the database","random_culture_tradition = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every decision in the database","random_decision = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every doctrine in the database","random_doctrine = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all domiciles","random_domicile = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all duchies in the game","random_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all dynasties. Use 'include_inactive = yes' to explicitly include inactive (without dynasty head) Dynasties.","random_dynasty = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all empires in the game","random_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets all epidemics in the world","random_epidemic = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every epidemic_type in the database","random_epidemic_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every geographical_region in the database","random_geographical_region = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every government_type in the database","random_government_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all active Great Projects.","random_great_project = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every great_project_type in the database","random_great_project_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all hegemonies in the game","random_hegemony = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every holding_type in the database","random_holding_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every house_aspiration in the database","random_house_aspiration = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every house_relation_level in the database","random_house_relation_level = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every house_relation_type in the database","random_house_relation_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties that are important for at least some title","random_important_location = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all items in global list. list = name or variable = name","random_in_global_list = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all items in list. list = name or variable = name","random_in_list = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all items in local list. list = name or variable = name","random_in_local_list = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Independent rulers list with a COUNT tier or above who hold land","random_independent_ruler = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all inspirations in the world","random_inspiration = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters with an inspirations in the world","random_inspired_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all titles that are interested in any county","random_interested_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all kingdoms in the game","random_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets all legends in the world that have not been completed","random_legend = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every legend_type in the database","random_legend_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["a random list effect\nSelects one effect from the list and fires it. The effects are weighted by numbers X1, X2... (the higher the number, the higher the chance of the effect being picked).\nThe chances can be modified by optional value modifier lists Y1, Y2... (AKA MTTH)","random_list = { X1 = { trigger = { enables/disable this effect} modifier/compare_modifier/opinion_modifier = Y1 effect1 } X2 = { trigger = { enables/disable this effect} modifier/compare_modifier/opinion_modifier = Y2 effect2 } ... }"],["Iterate through all living characters","random_living_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Log the current scope to the random log when this effect executes. Only use temprorarily for debugging purposes as it can introduce localized strings into the Scopes._Random log. yes = full scope info, no=only current scope",""],["Iterate through all mercenary companies","random_mercenary_company = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all open invite activities in the world","random_open_invite_activity = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all player characters","random_player = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters in the pool of the given province","random_pool_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all provinces (skips non-land and impassable provinces)","random_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all religions in the game","random_religion_global = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Rulers list with a COUNT tier o above.\nCan optionally filter by:\n* government:\tgovernment_type_filter = government_type:mandala_government (accepts saved scopes)\n* faith:\t\tfaith_filter = faith:catholic (accepts saved scopes)\n* culture:\t\tculture_filter = culture:greek (accepts saved scopes)\n* tier:\t\t\ttier_filter = kingdom (use county/duchy/kingdom/empire/hegemony, without tier_prefix. baronies are not supported)\n* independent:\tonly_independent = yes (if unspecified or set to 'no' vassals will be included in the list)","any_ruler = {\n\tgovernment_type = government_type:feudal_government\n\tonly_independent = yes\n\ttier = duchy\n\n\tlimit = {}\n\n\tyour effect...\n}\nrandom_ruler = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all provinces with a special building slot (built or un-built)","random_special_building_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets all available and accepted task contracts.\nOptionally specify a contract type filter\nrandom_task_contract = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_task_contract = { task_contract_type = laamp_raid_contract }"],["Iterate through every task_contract_type in the database","random_task_contract_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every trait in the database","random_trait = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all traits in a given category\nrandom_trait_in_category = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_trait_in_category = { category = fame/health/etc }"],["Iterate through every vassal_contract in the database","random_vassal_contract = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Changes the county capital province holding to the designated type. If purge_secondary_holdings = yes, then all secondary province holdings in the county will be destroyed, unless their holding type is excluded with excluded_holding_type = <holding_type>\nscope:county_title = {\nholding_type = nomad_holding\npurge_secondary_holdings = yes (optional, default = no)\nexcluded_holding_type = temple_holding (optional, can be repeated)\n}\n}","raze_county = {"],["Forces a recalculation of heads of provided determination type\ndomain, herd","recalculate_cultural_heads_of_type = herd"],["Removes the current scope from a named list remove_from_list = <string>",""],["Removes a variable","remove_variable = variable_name"],["Removes the target from a variable list\nWhere X is the name of the variable\nWhere Y is an event target","remove_list_variable = { name = X target = Y }"],["Removes the target from a variable list\nWhere X is the name of the variable\nWhere Y is an event target","remove_list_variable = { name = X target = Y }"],["Removes the target from a variable list\nWhere X is the name of the variable\nWhere Y is an event target","remove_list_variable = { name = X target = Y }"],["Removes a variable","remove_variable = variable_name"],["remove law from scoped title. This will leave the law group empty, so only do this if you're getting rid of a law group. DOES NOT apply law removal costs and effects.","remove_title_law = princely_elective_succession_law"],["remove law from scoped title. This will leave the law group empty, so only do this if you're getting rid of a law group. DOES apply law removal costs and effects.","remove_title_law = princely_elective_succession_law"],["Removes a variable","remove_variable = variable_name"],["resolve_title_and_vassal_change = scope:change\nExecute and destory the target title and vassal change, the change cannot be used after calling this effect","Execute and destory the target title and vassal change, the change cannot be used after calling this effect"],["Rounds a variable to the nearest specified value\nWhere X is the name of the variable\nWhere Y is a script value","round_variable = { name = X nearest = Y }"],["Rounds a variable to the nearest specified value\nWhere X is the name of the variable\nWhere Y is a script value","round_variable = { name = X nearest = Y }"],["Rounds a variable to the nearest specified value\nWhere X is the name of the variable\nWhere Y is a script value","round_variable = { name = X nearest = Y }"],["Execute/send the given interaction\nredirect = [yes|no] - yes by default, redirect the actor and recipients ( only works if secondary_actor and secondary_recipient are not setup or are invalid)\nactor = character_actor - must be defined\nrecipient = character_actor - must be defined\nsecondary_actor = character_secontary_actor - optional\nsecondary_recipient = character_secondary_recipient - optional\nexecute_threshold = accept/maybe/decline - will be executed immediately if the AI response is at least this\nsend_threshold = accept/maybe/decline - will be sent if the AI response is at least this\nAt least one of execute_threshold and send_threshold must be set","interaction = interaction_key - the interaction object key to run"],["Saves the scoped character's opinion of the target character as an arbitrarily-named target to be referenced later in the (unbroken) event chain","save_opinion_value_as = { name = <string> target = x }"],["Saves the current scope as an arbitrarily-named target to be referenced later in the (unbroken) event chain","save_event_target_as = <string>"],["Saves a numerical or bool value as an arbitrarily-named target to be referenced later in the (unbroken) event chain","save_scope_value_as = { name = <string> value = x }"],["Saves the scoped character's opinion of the target character as an arbitrarily-named target to be referenced later in the in the same effect","save_temporary_opinion_value_as = { name = <string> target = x"],["Saves the current scope as an arbitrarily-named temporary target to be referenced later in the same effect","save_temporary_event_target_as = <string>"],["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 }"],["Sends a tutorial_finished telemetry event with China version parameter",""],["Sends a tutorial_started telemetry event with China version parameter",""],["Sends a tutorial_finished telemetry event with Long version parameter",""],["Sends a tutorial_started telemetry event with Long version parameter",""],["Sends a tutorial_finished telemetry event with Short version parameter",""],["Sends a tutorial_started telemetry event with Short version parameter",""],["Sets focus progress",""],["Sets the chance for a generated character to be asexual","set_generated_asexuality_chance = 20"],["Sets the chance for a generated character to be bisexual","set_generated_bisexuality_chance = 20"],["Sets the chance for a generated character to be homosexual","set_generated_homosexuality_chance = 20"],["Sets a variable\nWhere X is the name of the variable used to then access it\nWhere Y is any event target, bool, value, script value or flag (flag:W)\nAn optional days where Z is the number of days or script value\nThis variable will be accessible with <type_>var:X. With type being in a scope object or in a top scope\nCan also be used as set_variable = X (equivalent to set_variable = { name = X value = yes })","set_variable = { name = X value = Y days = Z }"],["Sets a variable\nWhere X is the name of the variable used to then access it\nWhere Y is any event target, bool, value, script value or flag (flag:W)\nAn optional days where Z is the number of days or script value\nThis variable will be accessible with <type_>var:X. With type being in a scope object or in a top scope\nCan also be used as set_variable = X (equivalent to set_variable = { name = X value = yes })","set_variable = { name = X value = Y days = Z }"],["Set the gender of the unborn child","set_pregnancy_gender = female/male/random"],["Make characters ruler objective to be the give decision.\nThis will provide additional advice if the decision supports it.","some_character = {\n\tset_ruler_objective_decision = <decision>\n}"],["Sets a variable\nWhere X is the name of the variable used to then access it\nWhere Y is any event target, bool, value, script value or flag (flag:W)\nAn optional days where Z is the number of days or script value\nThis variable will be accessible with <type_>var:X. With type being in a scope object or in a top scope\nCan also be used as set_variable = X (equivalent to set_variable = { name = X value = yes })","set_variable = { name = X value = Y days = Z }"],["This effect will add a scope:cb_prestige_factor with a value based on what's being taken\nWon't steal land from people not vassalized\nattacker = scope:attacker\ndefender = scope:defender\nclaimant = scope:claimant\nchange = scope:change\nvictory = yes/no\ntake_occupied = yes/no\n# Will vassalize people based on their capital location rather than being fully contained.\ncivil_war = yes\n}","setup_claim_cb = {"],["This effect will add a scope:cb_prestige_factor with a value based on what's being taken\nattacker = scope:attacker\ndefender = scope:defender\nchange = scope:change\nvictory = yes/no\n# Optional; will make it target a specific dejure title rather than *everything* that is dejure the attacker's\ntitle = scope:title\n}","setup_de_jure_cb = {"],["This effect will add a scope:cb_prestige_factor with a value based on what's being taken\nattacker = scope:attacker\ndefender = scope:defender\nchange = scope:change\nvictory = yes/no\ntake_occupied = yes/no\n}","setup_invasion_cb = {"],["Effect only shown in tooltips (but not executed)",""],["Start a Situation of a specific situation type, optionally in a specific starting phase.\nYou can also optionally override named sub-regions with custom data.\ntype = X\n<start_phase = Y>\n<save_scope_as = scope_name>\n<save_temporary_scope_as = scope_name>\nsub_region = {\nkey = my_sub_region\n<start_phase = my_first_phase>\n<geographical_regions = { ... }>\n<map_color = { 0 0 0 }>\n}\nsub_region = {\n...\n}\n}","start_situation = {"],["Start a struggle, start_struggle = { struggle_type = X start_phase = Y }where X is a struggle type, Y is a phase","start_struggle = { struggle_type = X start_phase = Y } where X is a struggle type, Y is a phase"],["Starts the tutorial lesson with the given key. Does nothing if the tutorial is not running, the lesson is completed (or already running), or the lesson cannot be triggered (e.g. trigger fails)",""],["Log key value pairs to a given category via the elastic logging statistics\nThe loc keys will have ROOT, SCOPE, THIS, and PREV available","stats_log = { category = string <string> = <loc_key> }"],["Switch on a trigger for the evaluation of another trigger with an optional fallback trigger.\ntrigger = simple_assign_trigger\ncase_1 = { <effects> }\ncase_2 = { <effects> }\ncase_n = { <effects> }\nfallback = { <effects> }","switch = {"],["triggers an event or on_action\nid = <event ID> # or:\non_action = <on_action name> # or:\nsaved_event_id = <event target with event ID> # example: scope:my_flag_name\n# optionally, the event can be delayed via one of those choices: days/months/years = <num>\ndays/months/years = { <num> <num> } # pick a value randomly from the range\ntrigger_on_next_date = \"<year>.<month>.<day>\" # trigger on a specific date in the future\ntrigger_on_next_date = \"<month>.<day>\" # trigger the next time this date is reached (this or next year)\ndelayed = yes # delay to the next tick\n}","trigger_event = {"],["Tries to create an important action notification. Will keep the current one if already exists.\nscope_name = object - optional, saves the object as the named scope to be be used by the important action effect","important_action_type = important_action_type_key - the important action object key to create. Must be defined."],["Tries to create an suggestuib notification. Will keep the current one if already exists.\nactor = character_actor - optional, can be used by the suggestion effect\nrecipient = character_actor - optional, can be used by the suggestion effect\nsecondary_actor = character_secondary_actor - optional, can be used by the suggestion effect\nsecondary_recipient = character_secondary_recipient - optional, can be used by the suggestion effect\nlanded_title = landed_title - optional, can be used by the suggestion effect","suggestion_type = suggestion_type_key - the suggestion action object key to create. Must be defined."],["Repeats enclosed effects while limit criteria are met or until set iteration count is reached\nwhile = { count = 3 <effects> }\nDefault max of 1000.","while = { limit = { <triggers> } <effects> }"],["accept_activity_invite = activity\nThe scoped character accepts the invitation to the target activity, using their default travel plan.",""],["accept_activity_invite_without_travel = activity\nThe scoped character accepts the invitation to the target activity, without adding a travel plan.\nThe character will need to be at the location or they will be kicked out of the activity.",""],["accept_task_contract = TASK_CONTRACT_SCOPE",""],["add_amenity_level = { type = food value = 2 }\nIncreases the amenity type by the given value for the scoped character","Increases the amenity type by the given value for the scoped character"],["adds barter goods to a character",""],["adds a character flag","add_character_flag = X\nadd_character_flag = { flag = X days/weeks/years = Y }\nwhere X is the name of the flag and Y is a value or value interval \"{ min max }\""],["Add a modifier to a character\nadd_character_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_character_modifier = name"],["Add the target character to the scoped character's list of contacts","add_contact = CHARACTER_SCOPE"],["Add the target character to the scope character's court",""],["add_dead_character_flag = {\nyears/weeks/days = { <min_number> <max_number> } - years/weeks/days this flag is supposed to last\n}\nAdds a flag to a dead character. A duration is required.","flag = <name> - name of the flag"],["Adds lifestyle per points to the given character",""],["Adds lifestyle XP to the given character",""],["adds (or removes) dread to a character",""],["adds gold to a character",""],["Adds a hook on a character\nNote: 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.\nDoes send a toast to the player if it's involved.","add_hook = { type = X, target = Y, secret = Z, days/months/years = W }"],["Adds a hook on a character\nNote: 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.\nDoes NOT send a toast to the player.","add_hook = { type = X, target = Y, secret = Z, days/months/years = W }"],["Adds lifestyle per points to the given character",""],["Adds lifestyle XP to the given character",""],["add_joined_faction_discontent = X adds (or subtracts) discontent to the factions the scope character is in",""],["Adds the right hand side character as knowing of the killer of the scoped object","dead_person = { add_knows_of_killer = root }"],["Adds lifestyle per points to the given character",""],["Adds lifestyle XP to the given character",""],["Add or remove legitimacy to the scoped living playable character",""],["Add gold to 'long term' AI budget category, respecting maximums, overflow goes into Short Term budget. (gold will be created out of nowhere)character, add_long_term_gold = X","add_long_term_gold = X"],["Adds lifestyle per points to the given character",""],["Adds lifestyle XP to the given character",""],["Adds a temporary opinion modifier, add_opinion = { modifier = X days/months/years = Y target = Z }\nX 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.","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."],["Adds the perk for this character",""],["Adds a personal claim on the target artifact to the scoped character",""],["gives (or takes) piety to a character",""],["gives (or takes) piety and experience of a character, whether positive or negative",""],["gives (or takes) piety experience to a character",""],["increases (or decreases) the piety level of a character",""],["gives (or takes) piety without experience to a character",""],["gives a pressed claim to a character",""],["gives (or takes) prestige to a character",""],["gives (or takes) prestige and experience of a character, whether positive or negative",""],["gives (or takes) prestige experience to a character",""],["increases (or decreases) the prestige level of a character",""],["gives (or takes) prestige without experience to a character",""],["Adds the given law to the scoped character",""],["Adds the given law to the scoped character. Skips the cost and the pass effect, and the revoke effects of the current law",""],["Adds a flag to an existing relation\nrelation = scripted_relation\nflag = flag_name (declared in the relation's script)\ntarget = other_character\n}","add_relation_flag = {"],["Add gold to 'reserved' AI budget category, respecting maximums, overflow goes into Short Term budget. (gold will be created out of nowhere)character, add_reserved_gold = X","add_reserved_gold = X"],["Sets a scheme cooldown for the scope character towards = { target=target_character type=scheme_type days/weeks/months/years = duration }",""],["Adds a secret\nNote 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.\nTest 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 }"],["Add gold to 'short term' AI budget category, respecting maximums, overflow goes into Short Term budget. (gold will be created out of nowhere)character, add_short_term_gold = X","add_short_term_gold = X"],["Adds lifestyle per points to the given character",""],["Adds lifestyle XP to the given character",""],["increases (or decreases) stress of a character",""],["Adds the given amount of subject standing to the scope character's current subject contract","add_subject_standing = { add = learning max = 10 }"],["add_targeting_factions_discontent = X adds (or subtracts) discontent to all the factions that are targeting the scope character",""],["add_to_activity = activity\nThe scoped character is invited to and accepts an invitation to join the target activity, using their default travel plan",""],["add_to_activity = activity\nThe scoped character is invited to and accepts an invitation to join the target activity, without adding a travel plan.\nThe character will need to be at the location or they will be kicked out of the activity.",""],["Adds a character to a specific agent slot",""],["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)",""],["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)",""],["Adds XP to the trait level track for the scoped character. Track name is required if the trait has multiple tracks, otherwise should not be provided.","add_trait_xp = { trait = <trait_key> track = <track_key> value = <script_value> }"],["adds treasury to a character",""],["adds treasury if exists, otherwise gold to character",""],["Sets the both-way truce against the specified character\n'character' specifies the target character\n'override' says whether it should replace the previous truce even if shorter\n'years / months / days' sets the duration of the truce\n'result' specifies the result from the scope character's point of view ('white_peace' by default)\n'casus_belli' sets the casus belli scope that caused the truce, mutually exclusive with 'name'\n'name' sets a custom description. Dynamic description with the current scope\n'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 }"],["Sets the truce against the specified character\n'character' specifies the target character\n'override' says whether it should replace the previous truce even if shorter\n'years / months / days' sets the duration of the truce\n'result' specifies the result from the scope character's point of view ('white_peace' by default)\n'casus_belli' sets the casus belli scope that caused the truce, mutually exclusive with 'name'\n'name' sets a custom description. Dynamic description with the current scope","add_truce_one_way = { character = X years/months/days = Y override = yes/no result = victory/defeat/white_peace casus_belli/war = Z }"],["adds (or removes) tyranny to (or from) a character","effect = { add_tyranny = { X } }"],["gives an unpressed claim to a character",""],["Add the target character as the scope character's guest",""],["Adds lifestyle per points to the given character",""],["Adds lifestyle XP to the given character",""],["Add gold to 'war chest' AI budget category, respecting maximums, overflow goes into Short Term budget. (gold will be created out of nowhere)character, add_war_chest_gold = X","add_war_chest_gold = X"],["Set scoped character as parent ot the targetscope:new_parent = { adopt = scope:offspring }",""],["Force the AI to evaluate possible buildings they can build/upgrade within their domain and start construction if they can afford it.\u0007i_attempt_to_build_building_effect = yes",""],["Force the AI to re-evaluate the given activity type and see if they want to host it. This overrides the ai_check_interval and activity cooldown.","ai_attempt_to_host_activity = activity_type"],["Starts the 'best' AI scored war possible, from the list of filtered possible wars available to the AI character.\n# Optional list of CBs that the war must have\tcb = { <valid_casus_belli_type1> <valid_casus_belli_type2> }\n# If the cb target data from the AI should be recalculated. Otherwise uses current calculated data. (only use if needed!) recalculate_cb_targets = no\n# Filter possible wars, called with scopes:\n# root - Current AI character\n# scope:target_character - CB Target Character\n# scope:target_title - CB (first) Target Title\n# scope:target_titles - Target Titles list\n# scope:claimant - Character that is Claimant for CB (if present)\n# scope:casus_belli_type - CB type\n# scope:has_hostage - Boolean if target_character has a hostage for current AI character\n# scope:score - AI score for CB\nis_valid = { ... }\n# Effect called when war was successfully started (scopes are similar to is_valid)\ton_success = { ... }\n# Effect called when no war was found or successfully started\ton_failure = { ... }\n}","ai_start_best_war = {"],["Allows (previously broken) alliance with the target character",""],["Allow the character to join the scheme as an agent",""],["The scope character fires the target character from the council without rule checks e.g. ai_can_reassign_council_positions.",""],["The scope character fires the target character from the council without running on_actions and without rule checks e.g. ai_can_reassign_council_positions.",""],["Apply the new level for the most desired AI obligation level the liege in the contract wants",""],["Apply the new level for the most desired AI obligation level the vassal in the contract wants",""],["Apply the new level for the most desired AI obligation level the liege in the contract wants",""],["Apply the new level for the most desired AI obligation level the vassal in the contract wants",""],["Appoints the target character in target court position within scoped character's court\ncourt_position = court position type - court position type to assign the receiver","recipient = character scope - target character to receive the title"],["Assigns the target character to the council task\ncouncil_task = council_task_scope\ntarget = character_taking_the_position fire_on_actions = [yes]\n}","assign_council_task = {"],["Assigns the target character to a council position of a specific type.\nIf 'remove_existing_councillor = yes', any existing councillor is removed before assigning. (not fired)\ntype = <council_position_type_key>\ntarget = character_taking_the_position\nfire_on_actions = [yes]\nremove_existing_councillor = [no]\n}","assign_councillor_type = {"],["The character gets banished.",""],["becomes and independent ruler. becomes_independent = { change = 'previously created title_and_vassal_change'",""],["Breaks the alliance with the target character",""],["Ends the truce against the specified character, and theirs against the scoped character. cancel_truce_both_ways = scope:character",""],["Ends the truce against the specified character. cancel_truce_one_way = scope:character",""],["Changes the character's age by the given amount. Sets age to 0 if it'd end up below 0. Note that this will completely bypass birthday on-actions, age-related health, and so on, just like the console command\nUsage: change_age = script value","Usage: change_age = script value"],["Changes the current court grandeur of a character with a royal court, clamped between NRoyalCourt::COURT_GRANDEUR_MIN and NRoyalCourt::COURT_GRANDEUR_MAX.",""],["Change the current weight of the scoped character","change_current_weight = 20"],["Change scales of power swing for the active diarchy","change_diarchy_swing = -5"],["Change the first name of a character\nchange_first_name = { template_character = scope:character } # copy name from the template character","change_first_name = <dynamic_description>"],["changes the government type of a ruler",""],["changes influence of a character",""],["changes influence (without experience) of a character",""],["changes influence experience of a character",""],["changes the influence level of a character",""],["changes influence and experience of a character, whether positive or negative",""],["= { liege = 'Character that should become the new liege' change = 'previously created title_and_vassal_change', adds a liege change",""],["changes merit of a character - always includes proportional experience, whether positive or negative",""],["changes merit experience of a character",""],["changes the merit level of a character",""],["changes merit (without experience) of a character",""],["Changes the charater's prison type. Scoped character is the prisoner. Accepts any static modifier (see also improson effect).","change_prison_type = house_arrest"],["Change strife opinion caused by the scoped character\nscope:diarch = { change_strife_opinion = 15 }",""],["Change the target weight of the scoped character","change_target_weight = 20"],["Changes the trait rank = { trait = trait_group rank = change max = maximum new rank }",""],["Remove any existing timeout a character's participation in any appointment.","clear_appointment_timeout = yes"],["Remove any currently set designated heir of a character.","clear_designated_heir = yes"],["Clears forced voting","clear_forced_vote = yes"],["complete_activity_intent = bool\nComplete the scoped character's current intent in their involved activity",""],["'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.",""],["'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.",""],["'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.",""],["'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.",""],["'Consume' 1 revoke title reason that the scoped character has on the target character.",""],["copies the inheritable appearance attributes (inheritable genes in the character's DNA string) from the target character to the scoped character",""],["Copies a piece of localized text from the target character for the given key.","copy_localized_text = { key = key target = 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.\ntarget = scope\nallied_through_owner = scope\nallied_through_target = scope\n}\nOR as a short hand use just the target to use the owner and target as the allied through characters\ncreate_alliance = scope","create_alliance = {"],["Creates a new artifact and adds it to the inventory of the given character\nBe aware that we make use of the current scopes implicitly. This is done in common/artifacts/visuals\ndescription = dynamic description - artifact description\nrarity = enum - artifact rarity, ex. legendary\ntype = flag - inventory slot type, ex. trinket\nmodifier = static modifier - applied to the character whom wields this artifact\ndurability = script value - new durability, will be max by default\nmax_durability = script value - Optional. A value for the max durability, which would override the one normally assigned by the defines\ndecaying = yes/no - Optional. Set if artifact decays with time. Yes by default\nhistory = artifact history entry - custom history entry to denote for example that this is artifact was reforged by someone else than the owner\ntype = artifact history entry type - available types:\ncreated_before_history\ncreated\nprize_created\ndiscovered\ncreator_discovered\nclaimed_by_house\ngiven\nstolen\ninherited\nconquest\ntaken_in_siege\ntaken_in_battle\nwon_in_duel\npurchased\nprize_awarded\nransomed\nreforged\ntemplate = artifact scripted template - a scripted base template with triggers and modifiers\nvisuals = artifact visual type - how this artifact should appear visually\ngenerate_history = bool - automatically generate a new history entry if none has been scripted?\nquality = script value - new quality, used in AI scoring\nwealth = script value - new wealth, used in AI scoring\ncreator = character scope - set a custom creator of the artifact ( default is the owner )\nvisuals_source = scope containing landed title, dynasty or house - set a source of coat of arms graphics for the artifact\n(only few artifact models actually make use of it. Most notable - banners)\nsave_scope_as = new artifact - an optional way to get a reference to the newly created artifact\ntitle_history = title - history entries of the given title will be added to the artifact history\ntitle_history_date = game date - from which date onwards to copy historical entries from given title\ncreator = character scope - set a custom creator of the artifact ( default is the owner )","name = dynamic description - artifact name"],["The scope character creates a cadet branch of the house they are in.","<founding character> = {\n\tcreate_cadet_branch = {\n\t\tname = <dynamic_description> # optional\n\t\tcoat_of_arms = <coa key> # optional\n\t\tspread_to_descendants = <yes/no> # optional, default: yes\n\t\tsave_scope_as = <name>\n\t}\n}\n\nNote: The used character must belong to a house, but not be the head of that house."],["Creates a memory for the character of a given type and participants plus an optional duration. Saved as scope:new_memory.","create_character_memory = { type = memory_type participants = { tag = scope } duration = { years = 3 } }"],["Creates a confederation and adds the scoped character as a member.\nThe confederation will be saved to scope:new_confederation","create_confederation = {\n\tname = key/dynamic description\n\ttype = <confederation type> # Optional. Type of confederation to create.\n\tleader = <house> # Optional. House that leads the confederation.\n}"],["Creates a new divergent culture from the scope character's culture. The new culture will keep all pillars and traditions of the parent culture � it is up to the user to add or remove pillars and traditions as appropriate.The new divergent culture is saved as scope:new_culture.","create_divergent_culture = yes"],["Creates a new divergent culture from the scope character's culture. This also incurs the cost, does conversion, and such, just as if you'd diverged via the UI. Unlike create_divergent_culture, it will change ethos and suchThe new culture is NOT saved as a scope due to technical limitations.","create_divergent_culture_with_side_effects = yes"],["Creates a new divergent culture from the scope character's culture. Ignores the cost, does conversion, and such, just as if you'd diverged via the UI. Unlike create_divergent_culture, it will change ethos and suchThe new culture is NOT saved as a scope due to technical limitations.","create_divergent_culture_with_side_effects_excluding_cost = yes"],["Create a new dynasty (and house) with the scope character as it's head.","<founding character> = {\n\tcreate_dynasty = {\n\t\tprefix = <loc key> # optional\n\t\tname = <dynamic_description> # optional\n\t\tcoat_of_arms = <coa key> # optional\n\t\tspread_to_descendants = <yes/no> # optional, default: yes\n\t\tsave_scope_as = <scope name> #optional\n\t}\n}\n\nNote: The used character may not be the head of the dynasty or house that they are leaving."],["the scoped character creates a faction of the specified type against the specified target, create_faction = { type = X target = Y }",""],["Creates a new hybrid culture from the scope character's culture and the RHS culture. The new culture will have a random mix of pillars and traditions from both, like when the AI hybridizes. The new hybrid culture is saved as scope:new_culture.","create_hybrid_culture = culture:anglo-saxon"],["Creates a new hybrid culture from the scope character's culture and the RHS culture. The new culture will have a random mix of pillars and traditions from both, like when the AI hybridizes. This also incurs the cost, does conversion, and such, just as if you'd hybridized via the UI. The new hybrid culture is NOT saved as a scope due to technical limitations.","create_hybrid_culture_with_side_effects = culture:anglo-saxon"],["create_inspiration = inspiration_type\nCreates an inspiration of a given type owned by scoped character, new inspiration is saved as scope:new_inspiration\nAs above but overrides the base cost compared to the one defined in the type","create_inspiration = { type = inspiration_type gold = script_value }"],["Creates a new legend owned by the scoped character.\ntype = heroic\nquality = famed\nchronicle = chronicle_type\nproperties = {\n<key> = scope\n<key> = scope\n# Where each <key> must match to the property of that chronicle type\n# and the resulting scope object must be of the type of that property\n}\nprotagonist = character # optional, defaults to scoped character\nsave_scope_as = new_legend # optional\n}","create_legend = {"],["Creates a new legend ssed owned by the scoped character.\ntype = heroic\nquality = famed\nchronicle = chronicle_type\nproperties = {\n<key> = scope\n<key> = scope\n# Where each <key> must match to the property of that chronicle type\n# and the resulting scope object must be of the type of that property\n}\n}","create_legend_seed = {"],["Create MaA regiment for a ruler.\nIf title is set, MaA will be created as title troops\nscope:ruler = {\ncreate_maa_regiment = {\ntype = light_footmen # mutually exclusive with type_of\ntype_of = scope:maa_regiment # mutually exclusive with type. Take MaA type from the scoped regiment\ncheck_can_recruit = no\ntitle = scope:title\nsize = 5\n}\n}","create_maa_regiment = light_footmen"],["creates and initializes a story cycle with the current character as owner\ncreate_story = {\ntype = story_type\nsave_scope_as/save_temporary_scope_as = scope_name # optional way to get a reference to the new story}","create_story = story_type"],["create_task_contract = {\n#Mandatory parameters\ntask_task_contract_tier = VALUE\nlocation = PROVINCE_SCOPE\n#Optional parameters\ntask_contract_employer = CHARACTER_SCOPE\ndestination = PROVINCE_SCOPE\ntarget = CHARACTER_SCOPE\nsave_scope_as = new_task_contract # optional\n}","task_contract_type = TYPE_NAME"],["kills a character, death = { killer = X death_reason = Y artifact = Z }, where X is a character and Y is one of the death reason keys. Optionally artifact Z will be used as the killing artifact instead of the defaulted one from the killer's slot for that death reason's definition. Or death = natural which will pick a natural death reason to kill the character from.",""],["decline_activity_invite = activity\nThe scoped character declines the invitation to the target activity",""],["The character gets deposed.",""],["Current scoped diarch is deposed and replaced with the next from the line of succession","depose_diarch = yes/no"],["Designated target character as a future diarch",""],["Destroys ALL event troop regiments belonging to the scoped character.","destroy_all_event_troops = yes/no"],["Destroys a title","destroy_title = title:<title>"],["Calculate and set budget base-rate values based on allocation modifiers and current income.\nWill apply cost and opinion effects.","enact_treasury_budgets = yes"],["Calculate and set budget base-rate values based on allocation modifiers and current income.\nWill NOT cost anything NOR apply opinion effects. Will recalculate modifiers.","enact_treasury_budgets_init = yes"],["Calculate and set budget base-rate values based on allocation modifiers and current income.\nWill NOT cost anything or apply opinion effects.","enact_treasury_budgets_no_costs = yes"],["Calculate and set budget base-rate values based on allocation modifiers and current income.\nWill NOT cost anything NOR apply opinion effects.","enact_treasury_budgets_no_costs_no_opinion_effects = yes"],["Calculate and set budget base-rate values based on allocation modifiers and current income.\nWill apply costs, but no opinion effects.","enact_treasury_budgets_no_opinion_effects = yes"],["End diarchy for the character","end_diarchy = yes/no"],["end a pregnancy",""],["Ends the scoped character's current tributary contract.",""],["Iterate through all acclaimed knights employed by a given character","every_acclaimed_knight = { limit = { <triggers> } <effects> }"],["Iterate through all Accolades of a given liege character's Acclaimed Knights","every_accolade = { limit = { <triggers> } <effects> }"],["Iterate through all active Accolades of a given liege character's Acclaimed Knights\nOptionally specify an accolade parameter filter\nevery_active_accolade = { limit = { <triggers> } <effects> }","any_active_accolade = { accolade_parameter = accolade_organize_army_bonus }"],["Iterate through all titles that can be created by the character. (only for alerts)","every_alert_creatable_title = { limit = { <triggers> } <effects> }"],["Iterate through all titles that can be usurped by the character. (only for alerts)","every_alert_usurpable_title = { limit = { <triggers> } <effects> }"],["Iterate through all allies","every_ally = { limit = { <triggers> } <effects> }"],["Iterate through all the ancestors of the scope character up to 5 generations","every_ancestor = { limit = { <triggers> } <effects> }"],["Iterate through all armies","every_army = { limit = { <triggers> } <effects> }"],["Iterate through all task contracts of location of root province","every_available_task_contract = { limit = { <triggers> } <effects> }"],["Gets all accepted task contracts of the root character\nOptionally specify a contract type filter\nevery_character_active_contract = { limit = { <triggers> } <effects> }","any_character_active_contract = { task_contract_type = laamp_raid_contract }"],["Iterate through all artifacts in a given characters inventory","every_character_artifact = { limit = { <triggers> } <effects> }"],["Gets epidemics affecting the scoped character","every_character_epidemic = { limit = { <triggers> } <effects> }"],["Iterate through all situations that a character is participating in","every_character_situation = { limit = { <triggers> } <effects> }"],["Iterate through all struggles that character is involved in. Optional: Narrow down the involvement status *_chracter_struggle = { involvement = involved | interloper }","every_character_struggle = { limit = { <triggers> } <effects> }"],["Gets all task contracts of the scoped character\nOptionally specify a contract type filter\nevery_character_task_contract = { limit = { <triggers> } <effects> }","any_character_task_contract = { task_contract_type = laamp_raid_contract }"],["Scopes from a character to a neighboring county (incl. across water, looking trough the de Jure lieges)","every_character_to_title_neighboring_and_across_water_county = { limit = { <triggers> } <effects> }"],["Scopes from a character to a neighboring duchy (incl. across water, looking trough the de Jure lieges)","every_character_to_title_neighboring_and_across_water_duchy = { limit = { <triggers> } <effects> }"],["Scopes from a character to a neighboring empire (incl. across water, looking trough the de Jure lieges)","every_character_to_title_neighboring_and_across_water_empire = { limit = { <triggers> } <effects> }"],["Scopes from a character to a neighboring kingdom (incl. across water, looking trough the de Jure lieges)","every_character_to_title_neighboring_and_across_water_kingdom = { limit = { <triggers> } <effects> }"],["Scopes from a character to a neighboring county (looking trough the de Jure lieges)","every_character_to_title_neighboring_county = { limit = { <triggers> } <effects> }"],["Scopes from a character to a neighboring duchy (looking trough the de Jure lieges)","every_character_to_title_neighboring_duchy = { limit = { <triggers> } <effects> }"],["Scopes from a character to a neighboring empire (looking trough the de Jure lieges)","every_character_to_title_neighboring_empire = { limit = { <triggers> } <effects> }"],["Scopes from a character to a neighboring kingdom (looking trough the de Jure lieges)","every_character_to_title_neighboring_kingdom = { limit = { <triggers> } <effects> }"],["Iterate through all traits a character has","every_character_trait = { limit = { <triggers> } <effects> }"],["Wars of the scoped character","every_character_war = { limit = { <triggers> } <effects> }"],["Iterate through all children","every_child = { limit = { <triggers> } <effects> }"],["Iterate through the titles of all claims held by a character; parameters: explicit = yes/no/all pressed = yes/no/all","every_claim = { limit = { <triggers> } <effects> }"],["Iterate through all claimed artifacts of the scoped character","every_claimed_artifact = { limit = { <triggers> } <effects> }"],["Iterate through all the close family [father, mother, siblings, children, grandparents]","every_close_family_member = { limit = { <triggers> } <effects> }"],["Iterate through all the close and extended relatives [father, mother, siblings, children, grandparents, uncles/aunts, nephew/niece, cousins]","every_close_or_extended_family_member = { limit = { <triggers> } <effects> }"],["Iterate through all concubines","every_concubine = { limit = { <triggers> } <effects> }"],["Iterate through all consorts (concubines and spouses)","every_consort = { limit = { <triggers> } <effects> }"],["Iterate through all contact characters of the root character","every_contact = { limit = { <triggers> } <effects> }"],["Iterate through all councillors","every_councillor = { limit = { <triggers> } <effects> }"],["Iterate through all valid candidates for a court position type.\n*_court_position_candidate = {\nOR\ncourt_position = scope:my_scoped_court_position_type\n...\n}\nevery_court_position_candidate = { limit = { <triggers> } <effects> }","court_position = bodyguard_court_position"],["Iterates through all characters that employ the scoped character in any court position.","every_court_position_employer = { limit = { <triggers> } <effects> }"],["Iterates through all characters employed by the scoped character in the target court position.","every_court_position_holder = { limit = { <triggers> } <effects> }"],["Iterate through all courtiers","every_courtier = { limit = { <triggers> } <effects> }"],["Iterate through all courtiers that are away","every_courtier_away = { limit = { <triggers> } <effects> }"],["Iterate through all courtiers and guests (pool and foreign court guests)","every_courtier_or_guest = { limit = { <triggers> } <effects> }"],["Iterate through all de jure claims for a character","every_de_jure_claim = { limit = { <triggers> } <effects> }"],["Iterate through all character in the diarchy line of succession.If there's no active diarchy or active one doesn't have succession,it iterates over regency candidates","every_diarchy_succession_character = { limit = { <triggers> } <effects> }"],["Iterate through all diplomacy-based councillors","every_diplomacy_councillor = { limit = { <triggers> } <effects> }"],["Iterate through all directly owned provinces","every_directly_owned_province = { limit = { <triggers> } <effects> }"],["Iterate through all titles the scoped character can vote on","every_election_title = { limit = { <triggers> } <effects> }"],["Iterate through all equipped artifacts in a given characters inventory","every_equipped_character_artifact = { limit = { <triggers> } <effects> }"],["Iterate through all the extended family [uncles/aunts, nephew/niece, cousins]","every_extended_family_member = { limit = { <triggers> } <effects> }"],["Iterate through all guests visiting from another court (in contrast to pool_guest they have a liege)","every_foreign_court_guest = { limit = { <triggers> } <effects> }"],["Iterate through all former concubines. Not persisted past death","every_former_concubine = { limit = { <triggers> } <effects> }"],["Iterate through all former concubinists. Not persisted past death","every_former_concubinist = { limit = { <triggers> } <effects> }"],["Iterate through all former spouses","every_former_spouse = { limit = { <triggers> } <effects> }"],["Iterate through all councillors that are not related to a skill","every_general_councillor = { limit = { <triggers> } <effects> }"],["Iterate through all grand-parents of the scope character","every_grandparent = { limit = { <triggers> } <effects> }"],["Iterate through all great-grand-parents of the scope character","every_great_grandparent = { limit = { <triggers> } <effects> }"],["Heirs of the scoped character","every_heir = { limit = { <triggers> } <effects> }"],["Iterate through all titles the scoped character is heir to","every_heir_title = { limit = { <triggers> } <effects> }"],["Iterate through all held landed titles. Optionally specify a tier filter\nany/every/ordered/random_held_title = { title_tier >= county }","every_held_title = { limit = { <triggers> } <effects> }"],["Iterate through all hired mercenary companies","every_hired_mercenary = { limit = { <triggers> } <effects> }"],["Iterate through all hostages currently abroad","every_home_court_hostage = { limit = { <triggers> } <effects> }"],["Iterate through all characters this character has a hook on","every_hooked_character = { limit = { <triggers> } <effects> }"],["Iterate through anyone the character is hostile to due to their top-liege's realm having been raided","every_hostile_raider = { limit = { <triggers> } <effects> }"],["Iterate through all intrigue-based councillors","every_intrigue_councillor = { limit = { <triggers> } <effects> }"],["Iterate through all activities a character has been invited to","every_invited_activity = { limit = { <triggers> } <effects> }"],["Iterate through all knights","every_knight = { limit = { <triggers> } <effects> }"],["Iterate through all secrets known by the character","every_known_secret = { limit = { <triggers> } <effects> }"],["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. Includes land borders extended due to tributaries.","every_land_neighboring_realm_with_tributaries = { limit = { <triggers> } <effects> }"],["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. Includes land borders extended due to tributaries.","every_land_neighboring_realm_with_tributaries_owner = { limit = { <triggers> } <effects> }"],["Iterate through all learning-based councillors","every_learning_councillor = { limit = { <triggers> } <effects> }"],["Iterate through all lieges above a character (skipping the character themselves)","every_liege_or_above = { limit = { <triggers> } <effects> }"],["Iterate through all MaA regiments","every_maa_regiment = { limit = { <triggers> } <effects> }"],["Iterate through all martial-based councillors","every_martial_councillor = { limit = { <triggers> } <effects> }"],["Iterate through all memories of a character\nOptionally specify a memory type filter\nevery_memory = { limit = { <triggers> } <effects> }","any_memory = { memory_type = completed_rites_of_passage }"],["A sub-realm or realm bordering the scope character's realm (including across water). Returns counts and above.","every_neighboring_and_across_water_realm_owner = { limit = { <triggers> } <effects> }"],["A sub-realm or realm bordering the scope character's realm (including across water) and has the same rank as the scope character (look for lieges of he owner of the land if necessary)","every_neighboring_and_across_water_realm_same_rank_owner = { limit = { <triggers> } <effects> }"],["A realm with a different top liege neighboring the realm of the scope 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","every_neighboring_and_across_water_top_liege_realm = { limit = { <triggers> } <effects> }"],["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","every_neighboring_and_across_water_top_liege_realm_owner = { limit = { <triggers> } <effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain (including across water); switches to the realm's top title. Can be based on borders a day or two out of date","every_neighboring_and_across_water_top_suzerain_realm = { limit = { <triggers> } <effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain (including across water); switches to the holder of the realm. Can be based on borders a day or two out of date","every_neighboring_and_across_water_top_suzerain_realm_owner = { limit = { <triggers> } <effects> }"],["A sub-realm or realm bordering the scope character's realm. Returns counts and above.","every_neighboring_realm_owner = { limit = { <triggers> } <effects> }"],["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)","every_neighboring_realm_same_rank_owner = { limit = { <triggers> } <effects> }"],["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. Includes land and water borders extended by including tributaries.","every_neighboring_realm_with_tributaries_owner = { limit = { <triggers> } <effects> }"],["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","every_neighboring_top_liege_realm = { limit = { <triggers> } <effects> }"],["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","every_neighboring_top_liege_realm_owner = { limit = { <triggers> } <effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain; switches to the realm's top title. Can be based on borders a day or two out of date","every_neighboring_top_suzerain_realm = { limit = { <triggers> } <effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain; switches to the holder of the realm. Can be based on borders a day or two out of date","every_neighboring_top_suzerain_realm_owner = { limit = { <triggers> } <effects> }"],["Iterate through all noble family titles in the realm of scoped character.\nIf the character is not independent this will return an empty list.","every_noble_family = { limit = { <triggers> } <effects> }"],["Iterate through all the spouse candidates of the opposite sex of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","every_opposite_sex_spouse_candidate = { limit = { <triggers> } <effects> }"],["Iterate through all owned stories for a character\nOptionally specify a story type filter\nevery_owned_story = { limit = { <triggers> } <effects> }","any_owned_story = { type = story_cycle_pet_cat }"],["Iterate through all (both) parents","every_parent = { limit = { <triggers> } <effects> }"],["Iterate through all holy orders that the scoped character is a patron of","every_patroned_holy_order = { limit = { <triggers> } <effects> }"],["Iterate through all personally claimed artifacts of the scoped character","every_personal_claimed_artifact = { limit = { <triggers> } <effects> }"],["Iterate through characters this player has pinned","every_pinned_character = { limit = { <triggers> } <effects> }"],["Iterate through provinces this player has pinned","every_pinned_province = { limit = { <triggers> } <effects> }"],["Iterate through titles this player has pinned","every_pinned_title = { limit = { <triggers> } <effects> }"],["Iterate through characters whose player has this character pinned","every_pinning_character = { limit = { <triggers> } <effects> }"],["Iterate through all characters the player playing this character has played. Matches the game over legacy, except for excluding the currently played character","every_played_character = { limit = { <triggers> } <effects> }"],["Iterate through player heirs, capped at the first 10","every_player_heir = { limit = { <triggers> } <effects> }"],["Get all legends in a player character library.","every_player_legend_library = { limit = { <triggers> } <effects> }"],["Iterate through all guests visiting the court from the pool (in contrast to foreign_court_guest they don't have a liege)","every_pool_guest = { limit = { <triggers> } <effects> }"],["Iterate through all potential selectable marriage or betrohed options","every_potential_marriage_option = { limit = { <triggers> } <effects> }"],["Iterate through all powerful families in this character's realm.\nIf the character is not independent this will return an empty list.","every_powerful_family = { limit = { <triggers> } <effects> }"],["Iterate through the all powerful vassals of a character","every_powerful_vassal = { limit = { <triggers> } <effects> }"],["Iterate through all landed titles character is pretender to","every_pretender_title = { limit = { <triggers> } <effects> }"],["Iterate through all primary war enemies","every_primary_war_enemy = { limit = { <triggers> } <effects> }"],["Iterate through all prisoners","every_prisoner = { limit = { <triggers> } <effects> }"],["Iterate through all prowess-based councillors","every_prowess_councillor = { limit = { <triggers> } <effects> }"],["Iterate through anyone the character is hostile to due to having raided them. Only returns top lieges","every_raid_target = { limit = { <triggers> } <effects> }"],["Iterate through all counties that are on the edge of your realm bordering a different neighboring realm.","every_realm_border_county = { limit = { <triggers> } <effects> }"],["Iterate through all counties in the realm. Based on top liege","every_realm_county = { limit = { <triggers> } <effects> }"],["Iterate through all de jure duchies that have at least one county in the realm. Based on top liege","every_realm_de_jure_duchy = { limit = { <triggers> } <effects> }"],["Iterate through all de jure empire that have at least one county in the realm. Based on top liege","every_realm_de_jure_empire = { limit = { <triggers> } <effects> }"],["Iterate through all de jure kingdom that have at least one county in the realm. Based on top liege","every_realm_de_jure_kingdom = { limit = { <triggers> } <effects> }"],["Iterate through all realm provinces of a character","every_realm_province = { limit = { <triggers> } <effects> }"],["Iterate through scripted relations of a given type or multiple types, if someone is multiple relations they will only be in the list once","every_relation = { limit = { <triggers> } <effects> }"],["Iterate through all the spouse candidates of the same sex of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","every_same_sex_spouse_candidate = { limit = { <triggers> } <effects> }"],["Iterate through all schemes owned by the character\nOptionally specify a type filter\nevery_scheme = { limit = { <triggers> } <effects> }","random_scheme = { type = befriend }"],["Iterate through all secrets of the character\nOptionally specify a secret type filter\nevery_secret = { limit = { <triggers> } <effects> }","random_secret = { type = secret_lover }"],["Iterate through all siblings","every_sibling = { limit = { <triggers> } <effects> }"],["Iterate through all sponsored inspirations","every_sponsored_inspiration = { limit = { <triggers> } <effects> }"],["Iterate through all spouses","every_spouse = { limit = { <triggers> } <effects> }"],["Iterate through all the spouse candidates of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","every_spouse_candidate = { limit = { <triggers> } <effects> }"],["Iterate through all stewardship-based councillors","every_stewardship_councillor = { limit = { <triggers> } <effects> }"],["Iterate through all baronies in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","every_sub_realm_barony = { limit = { <triggers> } <effects> }"],["Iterate through all counties in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","every_sub_realm_county = { limit = { <triggers> } <effects> }"],["Iterate through all duchies in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","every_sub_realm_duchy = { limit = { <triggers> } <effects> }"],["Iterate through all empires in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","every_sub_realm_empire = { limit = { <triggers> } <effects> }"],["Iterate through all kingdoms in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","every_sub_realm_kingdom = { limit = { <triggers> } <effects> }"],["Iterate through all titles in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","every_sub_realm_title = { limit = { <triggers> } <effects> }"],["Iterate through all vassals and tributaries","every_subject = { limit = { <triggers> } <effects> }"],["Iterate through all candidates supported by the scoped investor character for any title\nIt may contain people outside of investor's top realm or no longer valid for appointment","every_succession_appointment_invested_candidate = { limit = { <triggers> } <effects> }"],["Iterate through all titles that has candidates supported by the scoped investor\nIt may contain titles outside of investor's top realm, and so invalid for appointment,\nand candidates may be already dead","every_succession_appointment_invested_title = { limit = { <triggers> } <effects> }"],["Iterate through all factions targeting the scope character\nOptionally specify a faction type filter\nevery_targeting_faction = { limit = { <triggers> } <effects> }","any_targeting_faction = { faction_type = independence_faction }"],["Iterate through all schemes targeting the character","every_targeting_scheme = { limit = { <triggers> } <effects> }"],["Iterate through all secrets that target the specified scope","every_targeting_secret = { limit = { <triggers> } <effects> }"],["Iterates through all Tax Collectors employed by the scoped character","every_tax_collector = { limit = { <triggers> } <effects> }"],["Iterates through all Vassals the scoped Character is the Tax Collector for","every_tax_collector_vassal = { limit = { <triggers> } <effects> }"],["Iterates through all Tax Slots the scoped character has","every_tax_slot = { limit = { <triggers> } <effects> }"],["Iterate through all counties that are on the edge of your realm bordering a different neighboring top realm.","every_top_realm_border_county = { limit = { <triggers> } <effects> }"],["Iterate though all characters that should travel with the scoped one (when moving between courts for instance); includes the scoped character","every_traveling_family_member = { limit = { <triggers> } <effects> }"],["Iterate through all tributaries","every_tributary = { limit = { <triggers> } <effects> }"],["Iterate through all characters that have a truce on this character","every_truce_holder = { limit = { <triggers> } <effects> }"],["Iterate through all characters this character has a truce on","every_truce_target = { limit = { <triggers> } <effects> }"],["Iterates through all unassigned taxpayers for scoped Character","every_unassigned_taxpayers = { limit = { <triggers> } <effects> }"],["Iterate through all unspent secrets known by the character","every_unspent_known_secret = { limit = { <triggers> } <effects> }"],["Iterate through all DIRECT vassals\nOptionally specify a vassal stance filter\nevery_vassal = { limit = { <triggers> } <effects> }","any_vassal = { vassal_stance = parochial }"],["Iterate through ALL vassals, not just direct vassals\nOptionally specify a vassal stance filter\nevery_vassal_or_below = { limit = { <triggers> } <effects> }","any_vassal_or_below = { vassal_stance = parochial }"],["Iterate through all direct war allies","every_war_ally = { limit = { <triggers> } <effects> }"],["Iterate through all direct war enemies","every_war_enemy = { limit = { <triggers> } <effects> }"],["Iterate through all hostages having this warden","every_warden_hostage = { limit = { <triggers> } <effects> }"],["Execute the specified decision for the scoped character",""],["The councillor finish the current assigned task successfully.",""],["The scope character fires the target character from the council.",""],["The scope character fires the target character from the council without running on_actions.",""],["The scoped character fires the target character.",""],["Forbid the scope character from joining the target scheme as an agent (and kick the character out if already in the scheme)",""],["Adds a character as an agent to a scheme agent slot and forces them to stay\n{\ndays/months/years = duration\n}","agent_slot = target_Slot"],["Forces a character's skills to be recalculated immediately, bypassing the wait for the daily tick.\nNOTE: Only use this when *absolutely* necessary, as it will impact performance negatively if misused\nUsage: force_character_skill_recalculation = yes/no","NOTE: Only use this when *absolutely* necessary, as it will impact performance negatively if misused\nUsage: force_character_skill_recalculation = yes/no"],["Make ruler step down - less harsh than abdicate or depose.\nIf ruler has any title that allows them to remain landless playable, then pass\nall landed titles to heirs - counties and any higher tier title with dejure land.\nKeep all titular titles.\nIf no such title exists, then it works identical to depose\nscope:ruler = {\n}","force_step_down_landed_titles = yes"],["Forces the character to vote the same as the target","force_vote_as = { target = someone days/months/years = x }"],["Funds a specific Contribution for a Great Project. Will fail if the character can't fund the Contribution.\nNeeds the Contribution object as parameter, the key by itself is not enough. Once funded, Contributions can't be retracted or refunded.\nfund_great_project_contribution = {\ncontribution = scope:great_project_contribution\ncost = yes/no ( optional, defaults to 'yes, if 'no' will not apply the cost of the contribution )\ncheck_can_contribute = yes/no ( optional, defaults to 'yes', if 'no' will not check if the character can fund the Contribution )\n}\n}","<scope:character> = {"],["gives a title to a character",""],["Give each county in the scoped character's domain to herders and destroy all held duchy titles and above.","give_domain_to_herds = yes"],["Give a nickname to this character",""],["Give a noble family title to the <root> character.","give_noble_family_title = {\n\tname = key/dynamic description\n\ttier = <county/duchy> # Optional. Defaults to duchy.\n\tarticle = SOME_TITLE_NAME_ARTICLE\n\tgovernment = administrative_government # optional government, default is administrative\n\tsave_scope_as = <name>\n}"],["Imprisons the target character as this character's prisoner, imprison = { target = X reason = Y type = Z }, where X is a character, Y is a flag, Z is a static modifier",""],["Infect the scoped character with the target epidemic.","infect_with_epidemic = epidemic"],["Immediately check if diarch should be invalidated\nIf needed, current scoped diarch is removed and replaced\nwith the next one from the line of succession\nscope:diarch = { invalidate_diarch_if_needed = yes/no }",""],["invite_to_activity = activity\nThe scoped character is invited to the target activity",""],["the character in the scope joins the assigned faction",""],["the character in the scope is forced to join a faction by a character for a defined time,\nfaction = X\nforced_by = Y\ndays/months/years = duration\n}","join_faction_forced = {"],["the character in the scope joins the assigned faction skiping the can_character_join trigger",""],["The character learns the court language of the target characterlearn_court_language_of = scope:target_character",""],["The character learns the languagelearn_language = language_norwegian",""],["The character learns the language of the target culturelearn_language_of_culture = scope:target_culture",""],["the charcter in the scope leaves the assigned faction",""],["makes a claim strong (character adds the claim if not having it already)",""],["makes a claim weak (character adds the claim if not having it already)",""],["Makes the target character a concubine of the scope character, the target should not be imprisoned",""],["makes a character pregnant\nnumber_of_children= X\nknown_bastard=yes/no","father= 'the real father'"],["makes a character pregnant. Doesn't error on things like celibacy\nnumber_of_children= X\nknown_bastard=yes/no","father= 'the real father'"],["Activates an inactive trait. Tooltip will not be shown if the character cannot have the trait.",""],["Activates an inactive trait. Tooltip will be shown even if the character cannot have the trait.",""],["Makes a current trait of a character inactive. Tooltip will not be shown if the character doesn't have the trait.",""],["Makes a current trait of a character inactive. Tooltip will be shown even if the character doesn't have the trait.",""],["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. Example: make_unprunable = yes",""],["Marries the scoped character to the target character.","marry = target"],["Marries the scoped character to the target character matrilineally.","marry_matrilineal = target"],["Move gold from one AI budget category to the other, will not move more than is available in the source budget or what can fit in the target budget.character, move_budget_gold = { gold = X from = Z to = Y }\n('budget_war_chest', 'budget_reserved', 'budget_short_term', 'budget_long_term')","move_budget_gold = { gold = X from = Z to = Y }\n('budget_war_chest', 'budget_reserved', 'budget_short_term', 'budget_long_term')"],["Move treasury from one AI budget category to the other, will not move more than is available in the source budget or what can fit in the target budget.character, move_budget_treasury = { treasury = X from = Z to = Y }\n('budget_war_chest', 'budget_reserved', 'budget_short_term', 'budget_long_term')",""],["The scoped character (courtier or guest) leaves their current court and moves into the pool\nscope:guest = { move_to_pool = yes }","scope:guest = { move_to_pool = yes }"],["The scoped character (courtier/guest/pool character) leaves their current court (if any) and moves into the pool of the specified province\nscope:guest = { move_to_pool_at = scope:some_province }","scope:guest = { move_to_pool_at = scope:some_province }"],["Opens the appointment window for the specified court position with scoped character as liege",""],["Iterate through all acclaimed knights employed by a given character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_acclaimed_knight = {"],["Iterate through all Accolades of a given liege character's Acclaimed Knights\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_accolade = {"],["Iterate through all active Accolades of a given liege character's Acclaimed Knights\nOptionally specify an accolade parameter filter\nordered_active_accolade = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_active_accolade = { accolade_parameter = accolade_organize_army_bonus }"],["Iterate through all titles that can be created by the character. (only for alerts)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_alert_creatable_title = {"],["Iterate through all titles that can be usurped by the character. (only for alerts)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_alert_usurpable_title = {"],["Iterate through all allies\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_ally = {"],["Iterate through all the ancestors of the scope character up to 5 generations\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_ancestor = {"],["Iterate through all armies\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_army = {"],["Iterate through all task contracts of location of root province\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_available_task_contract = {"],["Gets all accepted task contracts of the root character\nOptionally specify a contract type filter\nordered_character_active_contract = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_character_active_contract = { task_contract_type = laamp_raid_contract }"],["Iterate through all artifacts in a given characters inventory\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_character_artifact = {"],["Gets epidemics affecting the scoped character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_character_epidemic = {"],["Iterate through all situations that a character is participating in\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_character_situation = {"],["Iterate through all struggles that character is involved in. Optional: Narrow down the involvement status *_chracter_struggle = { involvement = involved | interloper }\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_character_struggle = {"],["Gets all task contracts of the scoped character\nOptionally specify a contract type filter\nordered_character_task_contract = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_character_task_contract = { task_contract_type = laamp_raid_contract }"],["Scopes from a character to a neighboring county (incl. across water, looking trough the de Jure lieges)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_character_to_title_neighboring_and_across_water_county = {"],["Scopes from a character to a neighboring duchy (incl. across water, looking trough the de Jure lieges)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_character_to_title_neighboring_and_across_water_duchy = {"],["Scopes from a character to a neighboring empire (incl. across water, looking trough the de Jure lieges)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_character_to_title_neighboring_and_across_water_empire = {"],["Scopes from a character to a neighboring kingdom (incl. across water, looking trough the de Jure lieges)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_character_to_title_neighboring_and_across_water_kingdom = {"],["Scopes from a character to a neighboring county (looking trough the de Jure lieges)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_character_to_title_neighboring_county = {"],["Scopes from a character to a neighboring duchy (looking trough the de Jure lieges)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_character_to_title_neighboring_duchy = {"],["Scopes from a character to a neighboring empire (looking trough the de Jure lieges)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_character_to_title_neighboring_empire = {"],["Scopes from a character to a neighboring kingdom (looking trough the de Jure lieges)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_character_to_title_neighboring_kingdom = {"],["Iterate through all traits a character has\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_character_trait = {"],["Wars of the scoped character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_character_war = {"],["Iterate through all children\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_child = {"],["Iterate through the titles of all claims held by a character; parameters: explicit = yes/no/all pressed = yes/no/all\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_claim = {"],["Iterate through all claimed artifacts of the scoped character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_claimed_artifact = {"],["Iterate through all the close family [father, mother, siblings, children, grandparents]\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_close_family_member = {"],["Iterate through all the close and extended relatives [father, mother, siblings, children, grandparents, uncles/aunts, nephew/niece, cousins]\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_close_or_extended_family_member = {"],["Iterate through all concubines\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_concubine = {"],["Iterate through all consorts (concubines and spouses)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_consort = {"],["Iterate through all contact characters of the root character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_contact = {"],["Iterate through all councillors\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_councillor = {"],["Iterate through all valid candidates for a court position type.\n*_court_position_candidate = {\nOR\ncourt_position = scope:my_scoped_court_position_type\n...\n}\nordered_court_position_candidate = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","court_position = bodyguard_court_position"],["Iterates through all characters that employ the scoped character in any court position.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_court_position_employer = {"],["Iterates through all characters employed by the scoped character in the target court position.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_court_position_holder = {"],["Iterate through all courtiers\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_courtier = {"],["Iterate through all courtiers that are away\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_courtier_away = {"],["Iterate through all courtiers and guests (pool and foreign court guests)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_courtier_or_guest = {"],["Iterate through all de jure claims for a character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_de_jure_claim = {"],["Iterate through all character in the diarchy line of succession.If there's no active diarchy or active one doesn't have succession,it iterates over regency candidates\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_diarchy_succession_character = {"],["Iterate through all diplomacy-based councillors\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_diplomacy_councillor = {"],["Iterate through all directly owned provinces\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_directly_owned_province = {"],["Iterate through all titles the scoped character can vote on\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_election_title = {"],["Iterate through all equipped artifacts in a given characters inventory\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_equipped_character_artifact = {"],["Iterate through all the extended family [uncles/aunts, nephew/niece, cousins]\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_extended_family_member = {"],["Iterate through all guests visiting from another court (in contrast to pool_guest they have a liege)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_foreign_court_guest = {"],["Iterate through all former concubines. Not persisted past death\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_former_concubine = {"],["Iterate through all former concubinists. Not persisted past death\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_former_concubinist = {"],["Iterate through all former spouses\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_former_spouse = {"],["Iterate through all councillors that are not related to a skill\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_general_councillor = {"],["Iterate through all grand-parents of the scope character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_grandparent = {"],["Iterate through all great-grand-parents of the scope character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_great_grandparent = {"],["Heirs of the scoped character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_heir = {"],["Iterate through all titles the scoped character is heir to\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_heir_title = {"],["Iterate through all held landed titles. Optionally specify a tier filter\nany/every/ordered/random_held_title = { title_tier >= county }\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_held_title = {"],["Iterate through all hired mercenary companies\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_hired_mercenary = {"],["Iterate through all hostages currently abroad\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_home_court_hostage = {"],["Iterate through all characters this character has a hook on\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_hooked_character = {"],["Iterate through anyone the character is hostile to due to their top-liege's realm having been raided\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_hostile_raider = {"],["Iterate through all intrigue-based councillors\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_intrigue_councillor = {"],["Iterate through all activities a character has been invited to\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_invited_activity = {"],["Iterate through all knights\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_knight = {"],["Iterate through all secrets known by the character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_known_secret = {"],["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. Includes land borders extended due to tributaries.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_land_neighboring_realm_with_tributaries = {"],["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. Includes land borders extended due to tributaries.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_land_neighboring_realm_with_tributaries_owner = {"],["Iterate through all learning-based councillors\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_learning_councillor = {"],["Iterate through all lieges above a character (skipping the character themselves)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_liege_or_above = {"],["Iterate through all MaA regiments\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_maa_regiment = {"],["Iterate through all martial-based councillors\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_martial_councillor = {"],["Iterate through all memories of a character\nOptionally specify a memory type filter\nordered_memory = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_memory = { memory_type = completed_rites_of_passage }"],["A sub-realm or realm bordering the scope character's realm (including across water). Returns counts and above.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_neighboring_and_across_water_realm_owner = {"],["A sub-realm or realm bordering the scope character's realm (including across water) and has the same rank as the scope character (look for lieges of he owner of the land if necessary)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_neighboring_and_across_water_realm_same_rank_owner = {"],["A realm with a different top liege neighboring the realm of the scope 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\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_neighboring_and_across_water_top_liege_realm = {"],["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\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_neighboring_and_across_water_top_liege_realm_owner = {"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain (including across water); switches to the realm's top title. Can be based on borders a day or two out of date\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_neighboring_and_across_water_top_suzerain_realm = {"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain (including across water); switches to the holder of the realm. Can be based on borders a day or two out of date\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_neighboring_and_across_water_top_suzerain_realm_owner = {"],["A sub-realm or realm bordering the scope character's realm. Returns counts and above.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_neighboring_realm_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)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_neighboring_realm_same_rank_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. Includes land and water borders extended by including tributaries.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_neighboring_realm_with_tributaries_owner = {"],["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\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_neighboring_top_liege_realm = {"],["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\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_neighboring_top_liege_realm_owner = {"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain; switches to the realm's top title. Can be based on borders a day or two out of date\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_neighboring_top_suzerain_realm = {"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain; switches to the holder of the realm. Can be based on borders a day or two out of date\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_neighboring_top_suzerain_realm_owner = {"],["Iterate through all noble family titles in the realm of scoped character.\nIf the character is not independent this will return an empty list.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_noble_family = {"],["Iterate through all the spouse candidates of the opposite sex of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_opposite_sex_spouse_candidate = {"],["Iterate through all owned stories for a character\nOptionally specify a story type filter\nordered_owned_story = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_owned_story = { type = story_cycle_pet_cat }"],["Iterate through all (both) parents\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_parent = {"],["Iterate through all holy orders that the scoped character is a patron of\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_patroned_holy_order = {"],["Iterate through all personally claimed artifacts of the scoped character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_personal_claimed_artifact = {"],["Iterate through characters this player has pinned\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_pinned_character = {"],["Iterate through provinces this player has pinned\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_pinned_province = {"],["Iterate through titles this player has pinned\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_pinned_title = {"],["Iterate through characters whose player has this character pinned\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_pinning_character = {"],["Iterate through all characters the player playing this character has played. Matches the game over legacy, except for excluding the currently played character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_played_character = {"],["Iterate through player heirs, capped at the first 10\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_player_heir = {"],["Get all legends in a player character library.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_player_legend_library = {"],["Iterate through all guests visiting the court from the pool (in contrast to foreign_court_guest they don't have a liege)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_pool_guest = {"],["Iterate through all potential selectable marriage or betrohed options\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_potential_marriage_option = {"],["Iterate through all powerful families in this character's realm.\nIf the character is not independent this will return an empty list.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_powerful_family = {"],["Iterate through the all powerful vassals of a character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_powerful_vassal = {"],["Iterate through all landed titles character is pretender to\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_pretender_title = {"],["Iterate through all primary war enemies\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_primary_war_enemy = {"],["Iterate through all prisoners\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_prisoner = {"],["Iterate through all prowess-based councillors\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_prowess_councillor = {"],["Iterate through anyone the character is hostile to due to having raided them. Only returns top lieges\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_raid_target = {"],["Iterate through all counties that are on the edge of your realm bordering a different neighboring realm.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_realm_border_county = {"],["Iterate through all counties in the realm. Based on top liege\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_realm_county = {"],["Iterate through all de jure duchies that have at least one county in the realm. Based on top liege\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_realm_de_jure_duchy = {"],["Iterate through all de jure empire that have at least one county in the realm. Based on top liege\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_realm_de_jure_empire = {"],["Iterate through all de jure kingdom that have at least one county in the realm. Based on top liege\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_realm_de_jure_kingdom = {"],["Iterate through all realm provinces of a character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_realm_province = {"],["Iterate through scripted relations of a given type or multiple types, if someone is multiple relations they will only be in the list once\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_relation = {"],["Iterate through all the spouse candidates of the same sex of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_same_sex_spouse_candidate = {"],["Iterate through all schemes owned by the character\nOptionally specify a type filter\nordered_scheme = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","random_scheme = { type = befriend }"],["Iterate through all secrets of the character\nOptionally specify a secret type filter\nordered_secret = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","random_secret = { type = secret_lover }"],["Iterate through all siblings\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_sibling = {"],["Iterate through all sponsored inspirations\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_sponsored_inspiration = {"],["Iterate through all spouses\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_spouse = {"],["Iterate through all the spouse candidates of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_spouse_candidate = {"],["Iterate through all stewardship-based councillors\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_stewardship_councillor = {"],["Iterate through all baronies in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_sub_realm_barony = {"],["Iterate through all counties in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_sub_realm_county = {"],["Iterate through all duchies in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_sub_realm_duchy = {"],["Iterate through all empires in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_sub_realm_empire = {"],["Iterate through all kingdoms in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_sub_realm_kingdom = {"],["Iterate through all titles in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_sub_realm_title = {"],["Iterate through all vassals and tributaries\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_subject = {"],["Iterate through all candidates supported by the scoped investor character for any title\nIt may contain people outside of investor's top realm or no longer valid for appointment\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_succession_appointment_invested_candidate = {"],["Iterate through all titles that has candidates supported by the scoped investor\nIt may contain titles outside of investor's top realm, and so invalid for appointment,\nand candidates may be already dead\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_succession_appointment_invested_title = {"],["Iterate through all factions targeting the scope character\nOptionally specify a faction type filter\nordered_targeting_faction = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_targeting_faction = { faction_type = independence_faction }"],["Iterate through all schemes targeting the character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_targeting_scheme = {"],["Iterate through all secrets that target the specified scope\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_targeting_secret = {"],["Iterates through all Tax Collectors employed by the scoped character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_tax_collector = {"],["Iterates through all Vassals the scoped Character is the Tax Collector for\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_tax_collector_vassal = {"],["Iterates through all Tax Slots the scoped character has\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_tax_slot = {"],["Iterate through all counties that are on the edge of your realm bordering a different neighboring top realm.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_top_realm_border_county = {"],["Iterate though all characters that should travel with the scoped one (when moving between courts for instance); includes the scoped character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_traveling_family_member = {"],["Iterate through all tributaries\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_tributary = {"],["Iterate through all characters that have a truce on this character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_truce_holder = {"],["Iterate through all characters this character has a truce on\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_truce_target = {"],["Iterates through all unassigned taxpayers for scoped Character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_unassigned_taxpayers = {"],["Iterate through all unspent secrets known by the character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_unspent_known_secret = {"],["Iterate through all DIRECT vassals\nOptionally specify a vassal stance filter\nordered_vassal = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_vassal = { vassal_stance = parochial }"],["Iterate through ALL vassals, not just direct vassals\nOptionally specify a vassal stance filter\nordered_vassal_or_below = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_vassal_or_below = { vassal_stance = parochial }"],["Iterate through all direct war allies\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_war_ally = {"],["Iterate through all direct war enemies\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_war_enemy = {"],["Iterate through all hostages having this warden\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_warden_hostage = {"],["change the obligation level of the scoped character's overlord contract\nvassal_contract_set_obligation_level = { type = name level = feudal_obligation_low }\nvassal_contract_set_obligation_level = { type = name level = scope:obligation }","vassal_contract_set_obligation_level = { type = name level = 1 } # index to obligation level"],["the scoped character pays gold to the target character receiving treasury","pay_gold_to_treasury = { target = X value = Y }"],["the scoped character pays herd to the target character","pay_herd = { target = X value = Y }"],["the scope character pays gold to the target character, pay_long_term_gold = { target = X gold = Y } (from AI budget category 'long term' first, then rest)",""],["the scope character immediately pays gold corresponding to their income to the target character, pay_long_term_income = { target = X days/months/years = Y } (AI budget 'long term' first, then rest)",""],["the scope character pays treasury to the target character, pay_long_term_treasury = { target = X treasury = Y } (from AI budget category 'long term' first, then rest). If target character does not have treasury, they will receive gold instead.",""],["the scope character immediately pays treasury corresponding to their income to the target character, pay_long_term_treasury_income = { target = X days/months/years = Y } (AI budget 'long term' first, then rest)",""],["the scope character pays gold to the target character, pay_reserved_gold = { target = X gold = Y } (from AI budget category 'reserved' first, then rest)","pay_reserved_gold = { target = X gold = Y }"],["the scope character immediately pays gold corresponding to their income to the target character, pay_reserved_income = { target = X days/months/years = Y } (AI budget 'reserved' first, then rest)","pay_reserved_income = { target = X days/months/years = Y }"],["the scope character pays treasury to the target character, pay_reserved_treasury = { target = X treasury = Y } (from AI budget category 'reserved' first, then rest). If target character does not have treasury, they will receive gold instead.",""],["the scope character immediately pays treasury corresponding to their income to the target character, pay_reserved_treasury_income = { target = X days/months/years = Y } (AI budget 'reserved' first, then rest)",""],["the scope character pays gold to the target character, pay_short_term_gold = { target = X gold = Y } (from AI budget category 'short term' first, then rest)",""],["the scope character immediately pays gold corresponding to their income to the target character, pay_short_term_income = { target = X days/months/years = Y } (AI budget 'short term' first, then rest)",""],["the scope character pays treasury to the target character, pay_short_term_treasury = { target = X treasury = Y } (from AI budget category 'short term' first, then rest). If target character does not have treasury, they will receive gold instead.",""],["the scope character immediately pays treasury corresponding to their income to the target character, pay_short_term_treasury_income = { target = X days/months/years = Y } (AI budget 'short term' first, then rest)",""],["The scoped character pays treasury to the target character. If target character does not have treasury, they will receive gold instead.\nTakes from the 'short_term' budget for treasury.","payer_character = {\n\tpay_treasury = {\n\t\ttarget = X value = Y\n\t}\n}"],["the scoped character pays treasury if exists, otherwise gold\nthe target character receives treasury if exists, otherwise gold","pay_treasury_or_gold = { target = X value = Y }"],["the scoped character pays treasury to the target character receiving gold","pay_treasury_to_gold = { target = X value = Y }"],["the scope character pays gold to the target character, pay_war_chest_gold = { target = X gold = Y } (from AI budget category 'war chest' first, then rest)","pay_war_chest_gold = { target = X gold = Y }"],["the scope character immediately pays gold corresponding to their income to the target character, pay_war_chest_income = { target = X days/months/years = Y } (AI budget 'war chest' first, then rest)","pay_war_chest_income = { target = X days/months/years = Y }"],["the scope character pays treasury to the target character, pay_war_chest_treasury = { target = X treasury = Y } (from AI budget category 'war chest' first, then rest). If target character does not have treasury, they will receive gold instead.",""],["the scope character immediately pays treasury corresponding to their income to the target character, pay_war_chest_treasury_income = { target = X days/months/years = Y } (AI budget 'war chest' first, then rest)",""],["Plays the specified music cue.",""],["Plays the specified sound effect.",""],["Populate area around location with task contracts up to specified amount\nlocation = scope:province\namount = { value = 5 }\ngroup = { rescue assasination gardening }\n}","populate_task_contracts_for_area = {"],["Iterate through all acclaimed knights employed by a given character","random_acclaimed_knight = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all Accolades of a given liege character's Acclaimed Knights","random_accolade = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all active Accolades of a given liege character's Acclaimed Knights\nOptionally specify an accolade parameter filter\nrandom_active_accolade = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_active_accolade = { accolade_parameter = accolade_organize_army_bonus }"],["Iterate through all titles that can be created by the character. (only for alerts)","random_alert_creatable_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all titles that can be usurped by the character. (only for alerts)","random_alert_usurpable_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all allies","random_ally = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all the ancestors of the scope character up to 5 generations","random_ancestor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all armies","random_army = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all task contracts of location of root province","random_available_task_contract = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets all accepted task contracts of the root character\nOptionally specify a contract type filter\nrandom_character_active_contract = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_character_active_contract = { task_contract_type = laamp_raid_contract }"],["Iterate through all artifacts in a given characters inventory","random_character_artifact = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets epidemics affecting the scoped character","random_character_epidemic = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all situations that a character is participating in","random_character_situation = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all struggles that character is involved in. Optional: Narrow down the involvement status *_chracter_struggle = { involvement = involved | interloper }","random_character_struggle = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets all task contracts of the scoped character\nOptionally specify a contract type filter\nrandom_character_task_contract = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_character_task_contract = { task_contract_type = laamp_raid_contract }"],["Scopes from a character to a neighboring county (incl. across water, looking trough the de Jure lieges)","random_character_to_title_neighboring_and_across_water_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a character to a neighboring duchy (incl. across water, looking trough the de Jure lieges)","random_character_to_title_neighboring_and_across_water_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a character to a neighboring empire (incl. across water, looking trough the de Jure lieges)","random_character_to_title_neighboring_and_across_water_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a character to a neighboring kingdom (incl. across water, looking trough the de Jure lieges)","random_character_to_title_neighboring_and_across_water_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a character to a neighboring county (looking trough the de Jure lieges)","random_character_to_title_neighboring_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a character to a neighboring duchy (looking trough the de Jure lieges)","random_character_to_title_neighboring_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a character to a neighboring empire (looking trough the de Jure lieges)","random_character_to_title_neighboring_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a character to a neighboring kingdom (looking trough the de Jure lieges)","random_character_to_title_neighboring_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all traits a character has","random_character_trait = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Wars of the scoped character","random_character_war = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all children","random_child = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through the titles of all claims held by a character; parameters: explicit = yes/no/all pressed = yes/no/all","random_claim = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all claimed artifacts of the scoped character","random_claimed_artifact = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all the close family [father, mother, siblings, children, grandparents]","random_close_family_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all the close and extended relatives [father, mother, siblings, children, grandparents, uncles/aunts, nephew/niece, cousins]","random_close_or_extended_family_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all concubines","random_concubine = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all consorts (concubines and spouses)","random_consort = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all contact characters of the root character","random_contact = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all councillors","random_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all valid candidates for a court position type.\n*_court_position_candidate = {\nOR\ncourt_position = scope:my_scoped_court_position_type\n...\n}\nrandom_court_position_candidate = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","court_position = bodyguard_court_position"],["Iterates through all characters that employ the scoped character in any court position.","random_court_position_employer = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterates through all characters employed by the scoped character in the target court position.","random_court_position_holder = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all courtiers","random_courtier = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all courtiers that are away","random_courtier_away = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all courtiers and guests (pool and foreign court guests)","random_courtier_or_guest = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all de jure claims for a character","random_de_jure_claim = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all character in the diarchy line of succession.If there's no active diarchy or active one doesn't have succession,it iterates over regency candidates","random_diarchy_succession_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all diplomacy-based councillors","random_diplomacy_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all directly owned provinces","random_directly_owned_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all titles the scoped character can vote on","random_election_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all equipped artifacts in a given characters inventory","random_equipped_character_artifact = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all the extended family [uncles/aunts, nephew/niece, cousins]","random_extended_family_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all guests visiting from another court (in contrast to pool_guest they have a liege)","random_foreign_court_guest = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all former concubines. Not persisted past death","random_former_concubine = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all former concubinists. Not persisted past death","random_former_concubinist = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all former spouses","random_former_spouse = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all councillors that are not related to a skill","random_general_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all grand-parents of the scope character","random_grandparent = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all great-grand-parents of the scope character","random_great_grandparent = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Heirs of the scoped character","random_heir = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all titles the scoped character is heir to","random_heir_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all held landed titles. Optionally specify a tier filter\nany/every/ordered/random_held_title = { title_tier >= county }","random_held_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all hired mercenary companies","random_hired_mercenary = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all hostages currently abroad","random_home_court_hostage = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters this character has a hook on","random_hooked_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through anyone the character is hostile to due to their top-liege's realm having been raided","random_hostile_raider = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all intrigue-based councillors","random_intrigue_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all activities a character has been invited to","random_invited_activity = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all knights","random_knight = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all secrets known by the character","random_known_secret = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["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. Includes land borders extended due to tributaries.","random_land_neighboring_realm_with_tributaries = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["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. Includes land borders extended due to tributaries.","random_land_neighboring_realm_with_tributaries_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all learning-based councillors","random_learning_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all lieges above a character (skipping the character themselves)","random_liege_or_above = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all MaA regiments","random_maa_regiment = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all martial-based councillors","random_martial_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all memories of a character\nOptionally specify a memory type filter\nrandom_memory = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_memory = { memory_type = completed_rites_of_passage }"],["A sub-realm or realm bordering the scope character's realm (including across water). Returns counts and above.","random_neighboring_and_across_water_realm_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["A sub-realm or realm bordering the scope character's realm (including across water) and has the same rank as the scope character (look for lieges of he owner of the land if necessary)","random_neighboring_and_across_water_realm_same_rank_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["A realm with a different top liege neighboring the realm of the scope 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","random_neighboring_and_across_water_top_liege_realm = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["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","random_neighboring_and_across_water_top_liege_realm_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain (including across water); switches to the realm's top title. Can be based on borders a day or two out of date","random_neighboring_and_across_water_top_suzerain_realm = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain (including across water); switches to the holder of the realm. Can be based on borders a day or two out of date","random_neighboring_and_across_water_top_suzerain_realm_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["A sub-realm or realm bordering the scope character's realm. Returns counts and above.","random_neighboring_realm_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["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)","random_neighboring_realm_same_rank_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["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. Includes land and water borders extended by including tributaries.","random_neighboring_realm_with_tributaries_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["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","random_neighboring_top_liege_realm = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["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","random_neighboring_top_liege_realm_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain; switches to the realm's top title. Can be based on borders a day or two out of date","random_neighboring_top_suzerain_realm = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain; switches to the holder of the realm. Can be based on borders a day or two out of date","random_neighboring_top_suzerain_realm_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all noble family titles in the realm of scoped character.\nIf the character is not independent this will return an empty list.","random_noble_family = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all the spouse candidates of the opposite sex of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","random_opposite_sex_spouse_candidate = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all owned stories for a character\nOptionally specify a story type filter\nrandom_owned_story = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_owned_story = { type = story_cycle_pet_cat }"],["Iterate through all (both) parents","random_parent = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all holy orders that the scoped character is a patron of","random_patroned_holy_order = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all personally claimed artifacts of the scoped character","random_personal_claimed_artifact = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through characters this player has pinned","random_pinned_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through provinces this player has pinned","random_pinned_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through titles this player has pinned","random_pinned_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through characters whose player has this character pinned","random_pinning_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters the player playing this character has played. Matches the game over legacy, except for excluding the currently played character","random_played_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through player heirs, capped at the first 10","random_player_heir = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Get all legends in a player character library.","random_player_legend_library = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all guests visiting the court from the pool (in contrast to foreign_court_guest they don't have a liege)","random_pool_guest = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all potential selectable marriage or betrohed options","random_potential_marriage_option = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all powerful families in this character's realm.\nIf the character is not independent this will return an empty list.","random_powerful_family = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through the all powerful vassals of a character","random_powerful_vassal = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all landed titles character is pretender to","random_pretender_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all primary war enemies","random_primary_war_enemy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all prisoners","random_prisoner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all prowess-based councillors","random_prowess_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through anyone the character is hostile to due to having raided them. Only returns top lieges","random_raid_target = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties that are on the edge of your realm bordering a different neighboring realm.","random_realm_border_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties in the realm. Based on top liege","random_realm_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all de jure duchies that have at least one county in the realm. Based on top liege","random_realm_de_jure_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all de jure empire that have at least one county in the realm. Based on top liege","random_realm_de_jure_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all de jure kingdom that have at least one county in the realm. Based on top liege","random_realm_de_jure_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all realm provinces of a character","random_realm_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through scripted relations of a given type or multiple types, if someone is multiple relations they will only be in the list once","random_relation = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all the spouse candidates of the same sex of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","random_same_sex_spouse_candidate = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all schemes owned by the character\nOptionally specify a type filter\nrandom_scheme = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","random_scheme = { type = befriend }"],["Iterate through all secrets of the character\nOptionally specify a secret type filter\nrandom_secret = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","random_secret = { type = secret_lover }"],["Iterate through all siblings","random_sibling = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all sponsored inspirations","random_sponsored_inspiration = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all spouses","random_spouse = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all the spouse candidates of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","random_spouse_candidate = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all stewardship-based councillors","random_stewardship_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all baronies in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","random_sub_realm_barony = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","random_sub_realm_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all duchies in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","random_sub_realm_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all empires in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","random_sub_realm_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all kingdoms in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","random_sub_realm_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all titles in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","random_sub_realm_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all vassals and tributaries","random_subject = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all candidates supported by the scoped investor character for any title\nIt may contain people outside of investor's top realm or no longer valid for appointment","random_succession_appointment_invested_candidate = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all titles that has candidates supported by the scoped investor\nIt may contain titles outside of investor's top realm, and so invalid for appointment,\nand candidates may be already dead","random_succession_appointment_invested_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all factions targeting the scope character\nOptionally specify a faction type filter\nrandom_targeting_faction = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_targeting_faction = { faction_type = independence_faction }"],["Iterate through all schemes targeting the character","random_targeting_scheme = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all secrets that target the specified scope","random_targeting_secret = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterates through all Tax Collectors employed by the scoped character","random_tax_collector = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterates through all Vassals the scoped Character is the Tax Collector for","random_tax_collector_vassal = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterates through all Tax Slots the scoped character has","random_tax_slot = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties that are on the edge of your realm bordering a different neighboring top realm.","random_top_realm_border_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate though all characters that should travel with the scoped one (when moving between courts for instance); includes the scoped character","random_traveling_family_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all tributaries","random_tributary = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters that have a truce on this character","random_truce_holder = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters this character has a truce on","random_truce_target = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterates through all unassigned taxpayers for scoped Character","random_unassigned_taxpayers = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all unspent secrets known by the character","random_unspent_known_secret = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all DIRECT vassals\nOptionally specify a vassal stance filter\nrandom_vassal = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_vassal = { vassal_stance = parochial }"],["Iterate through ALL vassals, not just direct vassals\nOptionally specify a vassal stance filter\nrandom_vassal_or_below = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_vassal_or_below = { vassal_stance = parochial }"],["Iterate through all direct war allies","random_war_ally = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all direct war enemies","random_war_enemy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all hostages having this warden","random_warden_hostage = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Force-recalculate participation group of a charater in a situation\nscope:ruler = {\n}","recalculate_participant_group = scope:situation"],["Refunds all perks of the character. Example: refund_all_perks = yes",""],["Refunds all perks of the RHS lifestyle. Example: refund_perks = intrigue_lifestyle",""],["releases the character from the prison, imprison = X, where X is a boolean value",""],["Remove all instances of a modifier from a character","remove_all_character_modifier_instances = name"],["Removes all realm laws from the scoped character. This will leave all law groups empty so only do this if you plan to replace them",""],["removes barter goods from a character",""],["removes a character flag",""],["Remove a modifier from a character","remove_character_modifier = name"],["Removes the characters secret_faith","remove_character_secret_faith = yes"],["removes an explicit (not from a living parent/grand parent) claim",""],["Removes the target character as a concubine of the scope character",""],["Removes the target character (guest or courtier) from the scope character's court\nscope:host = { remove_courtier_or_guest = scope:guest } # move to pool, staying in same province\nscope:host = {\ncharacter = scope:guest\nnew_location = scope:some_province # optionally specify a new location\n}\n}","remove_courtier_or_guest = {"],["remove_dead_character_variable = <name>\nRemove a variable from a dead character.",""],["Remove the cooldown on taking a decision for the scoped character","remove_decision_cooldown = decision_name"],["remove_from_activity = activity\nThe scoped character is removed from the target activity",""],["Removes a hook on a character, remove_hook = { target = X, type = Y }, if type is specified, the hook will only be removed if it is of that type",""],["Remove the cooldown on using an interaction for the scoped character","remove_interaction_cooldown = interaction_name"],["Remove the cooldown on using an interaction against the target character for the scoped character","remove_interaction_cooldown_against = { interaction = interaction_name target = character }"],["Removes a piece of localized text from being stored on the character with a given key, you should do this whenever you are done with the custom text so as to not bloat saves","remove_localized_text = key"],["removes gold from a character (from AI's 'long term' budget first, then rest)",""],["removes treasury from a character (from AI's 'long term' budget first, then rest)",""],["Removes any nickname from the current character [yes|no]",""],["Removes a temporary opinion modifier, remove_opinion = { target = X modifier = Y single = Z (no by default) } where X is a character, Y is the opinion modifier, Z tells whether to remove all instances of the modifier or just one",""],["Remove the perk for this character",""],["Removes a personal claim on the target artifact from the scoped character",""],["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",""],["Remove the regnal name of a character.","remove_regnal_name = yes"],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removed a flag from an existing relation flag = flag_name (declared in scripted_relation) target = other_character relation = scripted_relation",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["removes gold from a character (from AI's 'reserved' budget first, then rest)",""],["removes treasury from a character (from AI's 'reserved' budget first, then rest)",""],["Remove the cooldown on using a scheme against the target character for the scoped character","remove_scheme_cooldown_against = { scheme = scheme_name target = character }"],["removes gold from a character (from AI's 'short term' budget first, then rest)",""],["removes treasury from a character (from AI's 'short term' budget first, then rest)",""],["Removes a trait from a character. Tooltip will not be shown if the character doesn't have the trait.",""],["Removes a trait from a character. Tooltip will be shown even if the character doesn't have the trait.",""],["removes treasury from a character",""],["removes treasury if exists, otherwise gold from character",""],["removes gold from a character (from AI's 'war chest' budget first, then rest)",""],["removes treasury from a character (from AI's 'war chest' budget first, then rest)",""],["Replaces the target character holding target court position within scoped character's court with target character\nholder = character scope - target character to revoke the target court position of in favour of recipient\ncourt_position = court position type - court position type to assign the receiver","recipient = character scope - target character to receive the title"],["The target character stops having a beneficiary. reset_beneficiary = yes",""],["Start a travel plan for the character to return home, using their current travel plan info if they have any or starting a new travel plan if they do not.\nSaving this as a scope will not work for player characters if they have to use the planner.","return_home = yes\\no"],["Release scoped character from hostage and return to home court",""],["Returns the scope character to the employers court.",""],["Adds a temporary reverse opinion modifier, reverse_add_opinion = { modifier = X days/months/years = Y target = Z }\nX 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.","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."],["Revokes target position from scoped character.\nrecipient = character - optional - target current holder of position to revoke\nholder = character - optional - same as recipient","court_position = court position type - court position type to revoke from scoped character's court"],["Recalculates the modifier of the scoped character",""],["Recalculates the line of succession of the scoped character",""],["Sends a message to the player playing the character in the scope and then executes any effects inside.\nFor the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense.\nAnd $DESC$ contains the text from the desc field.\ntype = message_type # default: send_interface_message\ntitle = LOCALIZATION # optional, otherwise takes it from the message type\ndesc = LOCALIZATION # optional, otherwise takes it from the message type\ntooltip = LOCALIZATION # optional, otherwise takes it from the message type\nleft_icon = scope:recipient # optional, character, artifact, title, dynasty, or house\nright_icon = scope:the_title # optional, character, artifact, title, dynasty, or house\n# optional effects...\nadd_dread = 5\nscope:someone = { add_gold = 5 }\n}","send_interface_message = {"],["Sends a message to the player playing the character in the scope and then executes any effects inside.\nFor the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense.\nAnd $DESC$ contains the text from the desc field.\ntype = message_type # default: send_interface_popup\ntitle = LOCALIZATION # optional, otherwise takes it from the message type\ndesc = LOCALIZATION # optional, otherwise takes it from the message type\ntooltip = LOCALIZATION # optional, otherwise takes it from the message type\nleft_icon = scope:recipient # optional, character, artifact, title, dynasty, or house\nright_icon = scope:the_title # optional, character, artifact, title, dynasty, or house\n# optional effects...\nadd_dread = 5\nscope:someone = { add_gold = 5 }\n}","send_interface_popup = {"],["Sends a message to the player playing the character in the scope and then executes any effects inside.\nFor the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense.\nAnd $DESC$ contains the text from the desc field.\ntype = message_type # default: send_interface_toast\ntitle = LOCALIZATION # optional, otherwise takes it from the message type\ndesc = LOCALIZATION # optional, otherwise takes it from the message type\ntooltip = LOCALIZATION # optional, otherwise takes it from the message type\nleft_icon = scope:recipient # optional, character, artifact, title, dynasty, or house\nright_icon = scope:the_title # optional, character, artifact, title, dynasty, or house\n# optional effects...\nadd_dread = 5\nscope:someone = { add_gold = 5 }\n}","send_interface_toast = {"],["Sets if this character has absolute country control, unlock_character_movement = yes/no/boolean event target",""],["Sets the character's intent for their current activity to the specified intent.\nWill fail with error if the intent is not supported by the activity or not eligible for the character.\nset_activity_intent = reduce_stress_intent\n}\nor\ncharacter = {\nset_activity_intent = {\nintent = reduce_stress_intent\ntarget = scope:character\n}\n}","character = {"],["Sets the character's age. Note that this will completely bypass birthday on-actions, age-related health, and so on, just like the console command\nUsage: set_age = script value","Usage: set_age = script value"],["set_amenity_level = { type = food value = 2 }\nSets the amenity type to the given value for the scoped character","Sets the amenity type to the given value for the scoped character"],["Set timeout for character's participation in any appointment. Can specify loc-key with reason via 'desc'.\nWill not override an existing longer timeout.\nscope:character = {\nmonths = 2\n}\nset_appointment_timeout = {\ndays = 365\ndesc = reason_flag\n}\n}","set_appointment_timeout = {"],["The target character becomes the beneficiary of the scoped character. set_beneficiary = some character",""],["Changes what faith a character has executing the effects for it. For history setup use 'set_character_faith_history' instead.",""],["Changes what faith a character has NOT executing the effects for it. USE ONLY IN HISOTRY SETUP!",""],["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",""],["Changes the characters secret_faith","set_character_secret_faith = faith:rabbinism"],["Sets the child to be (or not be) a child of a concubine during pregnancy",""],["Sets the task of the scope councillor { task_type = council_position_type_key target = for_targeted_tasks }",""],["Set the character's court language to the given languageset_court_language = language_norwegian",""],["Set the court type for this character's royal court",""],["Set the culture for this character",""],["sets the culture of the character to be the same as the culture of the target",""],["Sets the current court grandeur of a character with a royal court, clamped between NRoyalCourt::COURT_GRANDEUR_MIN and NRoyalCourt::COURT_GRANDEUR_MAX.\nDoes not apply a grace period, and removes any existing one.","Does not apply a grace period, and removes any existing one."],["set_dead_character_variable = {\nvalue = <value> - any event target, bool, value, script value or flag\nyears/weeks/days = { <min_number> <max_number> } - years/weeks/days this flag is supposed to last\n}\nAdds a variable to a dead character. A duration is required.","name = <name> - name of the variable"],["set_death_reason = { killer = X death_reason = Y artifact = Z }\nAll parameters are optional. Sets the death reason, the killer, and artifact used in the death of a dead character","All parameters are optional. Sets the death reason, the killer, and artifact used in the death of a dead character"],["Set the default education focus for this character",""],["Sets one the given direct child character as designated heir.","set_designated_heir = my_character_scope"],["Sets the given character as designated heir. This is unsafe if the designated heirs loop. Ensure that there is no loop of heirs when using this. This is purely for mod supports and designers should never use this.","set_designated_heir_unsafe = my_character_scope"],["Set target character as new diarch. Requires an active diarchy","set_diarch = scope:new_diarch"],["Set mandate for the diarch. Takes mandate type as argument\nscope:diarch = { set_diarchy_mandate = live_long_and_prosper }",""],["Set scales of power swing for the active diarchy","set_diarchy_swing = 55"],["Set diarthy type for the character. Takes diarchy type as argument","set_diarchy_type = regency"],["Add the scope character to the target character's court",""],["Set the ethnicity for this character, if it is of a different portrait group and they have DNA it will be randomized",""],["sets the father of a character",""],["Set the focus for this character",""],["Sets the dynasty house of the character",""],["Changes what age the character became immortal at. Only works if already immortal","set_immortal_age = 20"],["Sets the scoped character's killer as being publicly known","set_killer_public = bool"],["Sets the knight status of the character to Forced/Default/Disallowed",""],["Sets the child to a known or unknown bastard during pregnancy",""],["Moves the character to a specific location.\nstick_to_location can be used to prevent the safety checks that sometimes return characters to their default location automatically.Usage: set_location = province","set_location = { location = province stick_to_location = yes/no }"],["Moves the character to its \"default\" location.This is usually the realm capital for landed characters, or court location for courtiers.\nUsage: set_location_to_default = yes/no",""],["Sets the mother of a character",""],["Set the number of children",""],["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/no",""],["Sets the owner of the target legend to the scoped character.","set_owned_legend = legend"],["The scope character's player will now play as the target character. Scope must be player-controlled. Target cannot be player-controlled. Example:set_player_character = scope:title_recipient",""],["Set the assumed father of the pregnancy",""],["Set the primary spouse of a character","set_primary_spouse = scope"],["Sets the primary title for a character","set_primary_title_to = <title>"],["Adds the scoped character as a promoter of the target legend.","set_promoted_legend = legend"],["Changes the real father of the scoped character",""],["Changes the real mother of the scoped character",""],["Set a new realm capital","character = { set_realm_capital = new_title }"],["Set the regnal name of a character.\nset_regnal_name = { character = scope:character } # copy regnal/first name from the character","set_regnal_name = <localization_key> # All script scopes available"],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Set the maximum (and also desired value) for the 'reserved' gold AI budget. This budget is saved up, even before the war chest budget. It will not correct the current gold in that budget to conform to the new maximum.character, set_reserved_gold_maximum = X","set_reserved_gold_maximum = X"],["sets the ethnicity of the character to be the same as the ethnicity of the target",""],["Sets the sexuality of the character",""],["Blocks the subject contract from being modified with regards to being checked by 'subject_contract_is_blocked_from_modification'",""],["Set the character to lowborn",""],["Sets the trait rank = { trait = trait_group rank = new rank }",""],["Set budget base-rate for category","set_treasury_budget_base_rate_military = X"],["Set budget base-rate for category","set_treasury_budget_base_rate_ministries = X"],["Set budget base-rate for category","set_treasury_budget_base_rate_salaries = X"],["Blocks the vassal contract from being modified with regards to being checked by 'vassal_contract_is_blocked_from_modification'",""],["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 = {\n\t levies = int/script value # optional, number of men\n\t men_at_arms = { # optional, multiple can be specified. Need either levies or MAA\n type = key\n men/stacks = int/script value\n }\n\t location = province\n\t origin = province # optional, location used if not set. This is used for where to base bonuses and the like on\n\t war = war # optional. If set, the stack will disband after the war ends\n\t war_keep_on_attacker_victory = yes/no # Default: no. Tied to a war. Normally the stack will disband upon victory (if a war is specified), but this parameter prevents that from happening upon attacker victory\n\t inheritable = yes/no # Default: yes\n\t uses_supply = yes/no # Default: yes\n\t army = army # optional. If set, the stack will merge into this army\n 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)\n name = description # gives the troops a specific name that shows up in interfaces\n}"],["sponsor_inspiration = inspiration\nSets the sponsor of the target inspiration to the scoped character","Sets the sponsor of the target inspiration to the scoped 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).",""],["Starts a new scheme of the given type.","<scheme starting character> =\n\tstart_scheme = {\n\t\ttype = X\n\t\tcontract = (Optional) CONTRACT\n\t\ttarget_character = (*) CHARACTER\n\t\ttarget_title = (*)TITLE\n\t\ttarget_culture = (*)CULTURE\n\t\ttarget_faith = (*)FAITH\n\t\ttargets_nothing = (*) yes/no (default no)\n\t\tsave_scope_as = (Optional) NAME\n\t}\n}\n(*) Only one target can be specified (or 0 if target_nothing = yes)."],["Start a travel plan. Saving this as a scope will not work for player characters if they have to use the planner.\ndestination = scope:province (repeatable)\ntravel_leader = scope:character (optional)\ncompanion = scope:character (optional & repeatable)\n# Domicile will move between provinces as travel progresses\ntravel_with_domicile = no\nplayers_use_planner = yes\n# adds a destination at the end of the travel plan to return to the starting location\nreturn_trip = yes\n# if NO a human player cannot close the planning window before starting their travel plan\ncan_cancel_planning = yes\n# Eventtriggered on non-home destinations determined by on_arrival_destinations\n# root - travel plan owner\non_arrival_event = event_id\n# Onaction triggered on non-home destinations determined by on_arrival_destinations.\n# root - travel plan owner\non_arrival_on_action = onaction_id\n# Event triggered when the travel starts\n# root - travel plan owner\non_start_event = event_id\n# Onaction triggered when the travel starts\n# root - travel plan owner\non_start_on_action = onaction_id\n# Event triggered if a player exits the travel planner instead of starting a travel\n# root - travel plan owner\non_travel_planner_cancel_event = event_id\n# Onaction triggered if a player exits the travel planner instead of starting a travel\n# root - travel plan owner\non_travel_planner_cancel_on_action = onaction_id\n# Which destinations the on_arrival should trigger on, defaults to all_but_last\non_arrival_destinations = all_but_last/all/first/last\n}","start_travel_plan = {"],["starts a tributary = {\n}","contract_group = SUBJECT CONTRACT GROUPsuzerain = CHARACTER"],["starts a war = { casus_belli/cb = X target = Y claimant = Z target_title = W1 target_title = W2 ... } where X is a casus belli type, Y is the target character, Z i the (optional) claimant, W1, W2.... are targeted titles.\nIf there are no title targets, the effect will pick one of possible title targets.","If there are no title targets, the effect will pick one of possible title targets."],["Remove the scoped character as the owner/promoter of their current promoted legend if they have one.","stop_promoting_legend = yes"],["Makes a piece of localized text with the given key be stored on the character even after death, you should use this sparingly to avoid save bloat and use 'remove_localized_text' if you no longer need itsaves","store_localized_text_in_death = key"],["Stress impact according to specified traits (trait = value), use base = value for a base value that's always added",""],["Take target character as a hostagescope:warden = { take_hostage = scope:hostage }",""],["change the obligation level of the scoped character's tributary contract\nvassal_contract_set_obligation_level = { type = name level = herd_obligation_low }\nvassal_contract_set_obligation_level = { type = name level = scope:obligation }","vassal_contract_set_obligation_level = { type = name level = 1 } # index to obligation level"],["Attempts to start a diarchy for the character. Takes diarchy type as argument\nNB: this effect will silently fail if a valid diarch cannot be found.\nUse `exists = my_ruler_scope.diarch` to test if it's valid afterwards if needed.","start_diarchy = regency"],["The character unlearns the court language of the target character. Cannot unlearn the language of your cultureunlearn_court_language_of = scope:target_character",""],["The character unlearns the language. Cannot unlearn the language of your cultureunlearn_language = language_norwegian",""],["The character unlearns the language of the target culture. Cannot unlearn the language of your cultureunlearn_language_of_culture = scope:target_culture",""],["Uses a hook a character has (removes if weak, puts on cooldown if strong), use_hook = some_character",""],["decrease the obligation level of the scoped character's vassal contract",""],["increase the obligation level of the scoped character's vassal contract",""],["change the obligation level of the scoped character's vassal contract\nvassal_contract_set_obligation_level = { type = name level = feudal_obligation_low }\nvassal_contract_set_obligation_level = { type = name level = scope:obligation }","vassal_contract_set_obligation_level = { type = name level = 1 } # index to obligation level"],["Add the scope character as the target character's guest",""],["Iterate through all characters that may contribute to this contribution. The list depends on the allowed_contributor_filter field of the great project for this contribution.\nKeep in mind that dead founders and non-ruler founders will yield empty lists. Contributions that don't accept funding will likewise yield empty lists.","every_potential_contributor = { limit = { <triggers> } <effects> }"],["Iterate through all characters that may contribute to this contribution. The list depends on the allowed_contributor_filter field of the great project for this contribution.\nKeep in mind that dead founders and non-ruler founders will yield empty lists. Contributions that don't accept funding will likewise yield empty lists.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_potential_contributor = {"],["Iterate through all characters that may contribute to this contribution. The list depends on the allowed_contributor_filter field of the great project for this contribution.\nKeep in mind that dead founders and non-ruler founders will yield empty lists. Contributions that don't accept funding will likewise yield empty lists.","random_potential_contributor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Add a modifier to a county\nadd_county_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_county_modifier = name"],["Increase appointment score of an appropriate character for a title.\ntarget = <character>\ninvestor = <character> # Optional, the character who made this investment\nvalue = <script_value>\n}","change_appointment_investment = {"],["Increase appointment score of any character for a title.\ntarget = <character>\ninvestor = <character> # Optional, the character who made this investment\nvalue = <script_value>\n}","change_appointment_investment_for_anyone = {"],["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.",""],["Changes the County Fertility of the scoped county title by the given amount\nscope:county = { change_county_fertility = 5.5 }",""],["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> } }",""],["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.",""],["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.",""],["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",""],["remove all title laws from the scoped title. DOES NOT apply law removal costs and effects.","clear_title_laws = yes"],["remove all title laws from the scoped title. DOES apply law removal costs and effects.","clear_title_laws_effects = yes"],["Copy title history from another title","copy_title_history = source_title"],["Iterate through all claimants to title. parameters: explicit = yes/no/all - default yes","every_claimant = { limit = { <triggers> } <effects> }"],["Iterate through all counties connected to this one. Is based on top liege\nany/every/whatever_connectec_county = {\nallow_one_county_land_gap = yes\nevery_connected_county = { limit = { <triggers> } <effects> }","max_naval_distance = 500"],["Iterate through all faiths headed by a title","every_controlled_faith = { limit = { <triggers> } <effects> }"],["Iterate through controlled title regiments","every_controlled_title_maa_regiment = { limit = { <triggers> } <effects> }"],["Iterate through all provinces in a county","every_county_province = { limit = { <triggers> } <effects> }"],["Iterate through all epidemics affecting the provinces in a county\nOptionally specify an outbreak intensity filter\nevery_county_province_epidemic = { limit = { <triggers> } <effects> }","any_county_province_epidemic = { intensity = apocalyptic }"],["Iterate through all situations that a county is involved in.","every_county_situation = { limit = { <triggers> } <effects> }"],["Iterate through all situation sub-regions that a county is involved in.","every_county_situation_sub_region = { limit = { <triggers> } <effects> }"],["Iterate through all struggles that a county is involved in.","every_county_struggle = { limit = { <triggers> } <effects> }"],["Iterate through all counties within this dejure title","every_de_jure_county = { limit = { <triggers> } <effects> }"],["Iterate through all characters directly holding counties within this dejure title","every_de_jure_county_holder = { limit = { <triggers> } <effects> }"],["Iterate through all top lieges of the counts within this dejure title","every_de_jure_top_liege = { limit = { <triggers> } <effects> }"],["Iterate through all the vassal holders of the title","every_dejure_vassal_title_holder = { limit = { <triggers> } <effects> }"],["Iterate through all de facto vassal titles","every_direct_de_facto_vassal_title = { limit = { <triggers> } <effects> }"],["Iterate through the all de jure vassals titles","every_direct_de_jure_vassal_title = { limit = { <triggers> } <effects> }"],["Iterate through all characters who are valid candidates in an election for a title","every_election_candidate = { limit = { <triggers> } <effects> }"],["Iterate through all characters who are valid electors in an election for a title","every_elector = { limit = { <triggers> } <effects> }"],["Iterate through all counties that are important for the scoped title","every_important_location_for_title = { limit = { <triggers> } <effects> }"],["Iterate through the title itself, all de facto vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal\nThis 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\n..._de_jure_vassal_and_below = { continue = { conditions } }","every_in_de_facto_hierarchy = { limit = { <triggers> } <effects> }"],["Iterate through the title itself, all de jure vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal\nThis 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\n..._de_jure_vassal_and_below = { continue = { conditions } }","every_in_de_jure_hierarchy = { limit = { <triggers> } <effects> }"],["Iterate through all neighboring counties. Can only be used in county scope","every_neighboring_county = { limit = { <triggers> } <effects> }"],["Iterate through owned title MaA regiments","every_owned_title_maa_regiment = { limit = { <triggers> } <effects> }"],["Iterate through all past owners of a title from earliest to latest","every_past_holder = { limit = { <triggers> } <effects> }"],["Iterate through all past owners of a title from latest to earliest","every_past_holder_reversed = { limit = { <triggers> } <effects> }"],["Iterate through all investors of target candidate within the scoped title. Optionally specify a value to filter by investment amount\nscope:landed_title = {\nany/every/ordered/random_succession_appointment_investors = {\nvalue > {\t\t\t# Optional compare value to\nvalue = 100\t\t# only have characters that\nadd = 10\t\t# have invested this much.\n}\n}\n}\nevery_succession_appointment_investors = { limit = { <triggers> } <effects> }","candidate = scope:character"],["Iterate through this title and all its dejure liege titles","every_this_title_or_de_jure_above = { limit = { <triggers> } <effects> }"],["Line of succession for the scoped title","every_title_heir = { limit = { <triggers> } <effects> }"],["Iterate through titles that consider scoped county an important location","every_title_interested_in_location = { limit = { <triggers> } <effects> }"],["Iterate through all factions joined the scope landed title","every_title_joined_faction = { limit = { <triggers> } <effects> }"],["Iterate through title all MaA regiments","every_title_maa_regiment = { limit = { <triggers> } <effects> }"],["Scopes from a title to a neighboring county (incl. across water, looking trough the de Jure lieges)","every_title_to_title_neighboring_and_across_water_county = { limit = { <triggers> } <effects> }"],["Scopes from a title to a neighboring duchy (incl. across water, looking trough the de Jure lieges)","every_title_to_title_neighboring_and_across_water_duchy = { limit = { <triggers> } <effects> }"],["Scopes from a title to a neighboring empire (incl. across water, looking trough the de Jure lieges)","every_title_to_title_neighboring_and_across_water_empire = { limit = { <triggers> } <effects> }"],["Scopes from a title to a neighboring kingdom (incl. across water, looking trough the de Jure lieges)","every_title_to_title_neighboring_and_across_water_kingdom = { limit = { <triggers> } <effects> }"],["Scopes from a title to a neighboring county (looking trough the de Jure lieges)","every_title_to_title_neighboring_county = { limit = { <triggers> } <effects> }"],["Scopes from a title to a neighboring duchy (looking trough the de Jure lieges)","every_title_to_title_neighboring_duchy = { limit = { <triggers> } <effects> }"],["Scopes from a title to a neighboring empire (looking trough the de Jure lieges)","every_title_to_title_neighboring_empire = { limit = { <triggers> } <effects> }"],["Scopes from a title to a neighboring kingdom (looking trough the de Jure lieges)","every_title_to_title_neighboring_kingdom = { limit = { <triggers> } <effects> }"],["Lease out the scoped title","lease_out_to = scope:a_holy_order"],["Move a custom localized title name from the scope title to the target title.","move_title_name_to = scope:target_title"],["Iterate through all claimants to title. parameters: explicit = yes/no/all - default yes\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_claimant = {"],["Iterate through all counties connected to this one. Is based on top liege\nany/every/whatever_connectec_county = {\nallow_one_county_land_gap = yes\nordered_connected_county = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","max_naval_distance = 500"],["Iterate through all faiths headed by a title\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_controlled_faith = {"],["Iterate through controlled title regiments\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_controlled_title_maa_regiment = {"],["Iterate through all provinces in a county\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_county_province = {"],["Iterate through all epidemics affecting the provinces in a county\nOptionally specify an outbreak intensity filter\nordered_county_province_epidemic = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_county_province_epidemic = { intensity = apocalyptic }"],["Iterate through all situations that a county is involved in.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_county_situation = {"],["Iterate through all situation sub-regions that a county is involved in.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_county_situation_sub_region = {"],["Iterate through all struggles that a county is involved in.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_county_struggle = {"],["Iterate through all counties within this dejure title\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_de_jure_county = {"],["Iterate through all characters directly holding counties within this dejure title\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_de_jure_county_holder = {"],["Iterate through all top lieges of the counts within this dejure title\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_de_jure_top_liege = {"],["Iterate through all the vassal holders of the title\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_dejure_vassal_title_holder = {"],["Iterate through all de facto vassal titles\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_direct_de_facto_vassal_title = {"],["Iterate through the all de jure vassals titles\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_direct_de_jure_vassal_title = {"],["Iterate through all characters who are valid candidates in an election for a title\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_election_candidate = {"],["Iterate through all characters who are valid electors in an election for a title\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_elector = {"],["Iterate through all counties that are important for the scoped title\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_important_location_for_title = {"],["Iterate through the title itself, all de facto vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal\nThis 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\n..._de_jure_vassal_and_below = { continue = { conditions } }\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_in_de_facto_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\nThis 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\n..._de_jure_vassal_and_below = { continue = { conditions } }\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_in_de_jure_hierarchy = {"],["Iterate through all neighboring counties. Can only be used in county scope\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_neighboring_county = {"],["Iterate through owned title MaA regiments\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_owned_title_maa_regiment = {"],["Iterate through all past owners of a title from earliest to latest\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_past_holder = {"],["Iterate through all past owners of a title from latest to earliest\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_past_holder_reversed = {"],["Iterate through all investors of target candidate within the scoped title. Optionally specify a value to filter by investment amount\nscope:landed_title = {\nany/every/ordered/random_succession_appointment_investors = {\nvalue > {\t\t\t# Optional compare value to\nvalue = 100\t\t# only have characters that\nadd = 10\t\t# have invested this much.\n}\n}\n}\nordered_succession_appointment_investors = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","candidate = scope:character"],["Iterate through this title and all its dejure liege titles\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_this_title_or_de_jure_above = {"],["Line of succession for the scoped title\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_title_heir = {"],["Iterate through titles that consider scoped county an important location\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_title_interested_in_location = {"],["Iterate through all factions joined the scope landed title\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_title_joined_faction = {"],["Iterate through title all MaA regiments\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_title_maa_regiment = {"],["Scopes from a title to a neighboring county (incl. across water, looking trough the de Jure lieges)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_title_to_title_neighboring_and_across_water_county = {"],["Scopes from a title to a neighboring duchy (incl. across water, looking trough the de Jure lieges)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_title_to_title_neighboring_and_across_water_duchy = {"],["Scopes from a title to a neighboring empire (incl. across water, looking trough the de Jure lieges)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_title_to_title_neighboring_and_across_water_empire = {"],["Scopes from a title to a neighboring kingdom (incl. across water, looking trough the de Jure lieges)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_title_to_title_neighboring_and_across_water_kingdom = {"],["Scopes from a title to a neighboring county (looking trough the de Jure lieges)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_title_to_title_neighboring_county = {"],["Scopes from a title to a neighboring duchy (looking trough the de Jure lieges)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_title_to_title_neighboring_duchy = {"],["Scopes from a title to a neighboring empire (looking trough the de Jure lieges)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_title_to_title_neighboring_empire = {"],["Scopes from a title to a neighboring kingdom (looking trough the de Jure lieges)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_title_to_title_neighboring_kingdom = {"],["Iterate through all claimants to title. parameters: explicit = yes/no/all - default yes","random_claimant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties connected to this one. Is based on top liege\nany/every/whatever_connectec_county = {\nallow_one_county_land_gap = yes\nrandom_connected_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","max_naval_distance = 500"],["Iterate through all faiths headed by a title","random_controlled_faith = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through controlled title regiments","random_controlled_title_maa_regiment = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all provinces in a county","random_county_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all epidemics affecting the provinces in a county\nOptionally specify an outbreak intensity filter\nrandom_county_province_epidemic = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_county_province_epidemic = { intensity = apocalyptic }"],["Iterate through all situations that a county is involved in.","random_county_situation = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all situation sub-regions that a county is involved in.","random_county_situation_sub_region = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all struggles that a county is involved in.","random_county_struggle = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties within this dejure title","random_de_jure_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters directly holding counties within this dejure title","random_de_jure_county_holder = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all top lieges of the counts within this dejure title","random_de_jure_top_liege = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all the vassal holders of the title","random_dejure_vassal_title_holder = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all de facto vassal titles","random_direct_de_facto_vassal_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through the all de jure vassals titles","random_direct_de_jure_vassal_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters who are valid candidates in an election for a title","random_election_candidate = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters who are valid electors in an election for a title","random_elector = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties that are important for the scoped title","random_important_location_for_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through the title itself, all de facto vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal\nThis 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\n..._de_jure_vassal_and_below = { continue = { conditions } }","random_in_de_facto_hierarchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through the title itself, all de jure vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal\nThis 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\n..._de_jure_vassal_and_below = { continue = { conditions } }","random_in_de_jure_hierarchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all neighboring counties. Can only be used in county scope","random_neighboring_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through owned title MaA regiments","random_owned_title_maa_regiment = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all past owners of a title from earliest to latest","random_past_holder = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all past owners of a title from latest to earliest","random_past_holder_reversed = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all investors of target candidate within the scoped title. Optionally specify a value to filter by investment amount\nscope:landed_title = {\nany/every/ordered/random_succession_appointment_investors = {\nvalue > {\t\t\t# Optional compare value to\nvalue = 100\t\t# only have characters that\nadd = 10\t\t# have invested this much.\n}\n}\n}\nrandom_succession_appointment_investors = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","candidate = scope:character"],["Iterate through this title and all its dejure liege titles","random_this_title_or_de_jure_above = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Line of succession for the scoped title","random_title_heir = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through titles that consider scoped county an important location","random_title_interested_in_location = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all factions joined the scope landed title","random_title_joined_faction = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through title all MaA regiments","random_title_maa_regiment = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a title to a neighboring county (incl. across water, looking trough the de Jure lieges)","random_title_to_title_neighboring_and_across_water_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a title to a neighboring duchy (incl. across water, looking trough the de Jure lieges)","random_title_to_title_neighboring_and_across_water_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a title to a neighboring empire (incl. across water, looking trough the de Jure lieges)","random_title_to_title_neighboring_and_across_water_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a title to a neighboring kingdom (incl. across water, looking trough the de Jure lieges)","random_title_to_title_neighboring_and_across_water_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a title to a neighboring county (looking trough the de Jure lieges)","random_title_to_title_neighboring_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a title to a neighboring duchy (looking trough the de Jure lieges)","random_title_to_title_neighboring_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a title to a neighboring empire (looking trough the de Jure lieges)","random_title_to_title_neighboring_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a title to a neighboring kingdom (looking trough the de Jure lieges)","random_title_to_title_neighboring_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Remove all instances of a modifier from a county","remove_all_county_modifier_instances = name"],["Remove a modifier from a county","remove_county_modifier = name"],["Scoped county is no longer important for anyone\nscope:county = {\n}","remove_important_location = yes"],["Scoped county is no longer important for the target title\nscope:county = {\n}","remove_title_from_important_location = scope:title"],["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"],["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"],["Revoke the lease of the scoped title","revoke_lease = yes"],["Sets if the title should always go to the primary heir in partition succession","set_always_follows_primary_heir = yes"],["Sets if the title can be named after it's holder's dynasty. set_can_be_named_after_dynasty_effect = no",""],["Sets if the title can use the dynamic naming for nomads. set_can_use_nomadic_naming = no",""],["Sets scoped barony to be the county capital","set_capital_barony = yes"],["Sets the capital county of the title to the target county","set_capital_county = <some county 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>"],["sets the culture of a county","set_county_culture = culture:english/root.character_culture"],["Changes what faith a county has",""],["Set a new DeJure liege title","set_de_jure_liege_title = new_de_jure_liege"],["Sets if the title should use a definitive form name (no 'Kingdom of')","set_definitive_form = yes"],["Sets if the title should be deleted from the gamestate completely when it is destroyed. set_delete_on_destroy = yes",""],["Sets if the title should be destroyed on succession if there's no heir matching its restrictions. set_destroy_if_invalid_heir = yes",""],["Sets if the title should be deleted from the gamestate completely when character gains or create a new title with the same tier.set_destroy_on_gain_same_tier = yes",""],["Sets if the title should be destroyed on succession. set_destroy_on_succession = yes",""],["Change if the scoped title is a special figurehead or not",""],["Scoped county is set as important for the target title\nscope:county = {\ntitle = scope:higher_tier_title\nenter_realm_event = event_name\nenter_realm_on_action = onaction_name\nleave_realm_event = event_name\nleave_realm_on_action = onaction_name\n}\n}\nEvents and onactions are fired with this scope:\nroot - title top liege\nscope:county - important location\nscope:title - higher tier title that is interested in the county\nIn enter realm:\nscope:changed_top_liege - former top liege of the important location\nIn leave realm:\nscope:changed_top_liege - new top liege of the important location","set_important_location = {"],["Sets if the title is landless (can be held by rulers with no land)","set_landless_title = yes"],["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"],["Change if the scoped title is for a noble family, allowing landless playable. Title must be at least a duchy",""],["Set the State Faith of a Title whose holder has the state_faith government rule","<landed_title> = { set_state_faith = <faith> }"],["Changes the title's map color to the specified value. Both named and RGB values are supported.","scope:landed_title = {\n\tset_title_color = { 255 0 0 }\n}"],["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"],["Sets the name (localization key or custom text) of the scoped title, by parsing the passed localization key once with the current top scope. This can result in another localization key, or custom text.\nThe adjective will be constructed by adding '_adj' to the localisation key, if the key exists. Won't cause the prefix to change.","set_title_name_dynamic = my_scripted_localization_key"],["sets the prefix of the scoped title. Won't cause its name or adjective to change","set_title_prefix = PREFIX_THE"],["the scoped landed title creates a faction of the specified type against the specified target, title_create_faction = { type = X target = Y }",""],["the landed title in the scope joins the assigned faction",""],["the title in the scope leaves the assigned faction",""],["Transfers control of the scoped title's owned MaA to the target title",""],["Transfers ownership of the scoped title's owned MaA to the target title",""],["update_dynamic_coa = yes\nUpdates the dynamic coat of arms definition of a given title picking a new one and overwriting the existing set coat of arms with it if picked","Updates the dynamic coat of arms definition of a given title picking a new one and overwriting the existing set coat of arms with it if picked"],["Gets all provinces infected by the scoped epidemic","every_infected_province = { limit = { <triggers> } <effects> }"],["Gets all provinces infected by the scoped epidemic\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_infected_province = {"],["Gets all provinces infected by the scoped epidemic","random_infected_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Sets the epidemic outbreak intensity to the new value.\nminor, major, apocalyptic","set_epidemic_outbreak_intensity = major"],["Iterate through all titles leased to a holy order","every_leased_title = { limit = { <triggers> } <effects> }"],["Iterate through all titles leased to a holy order\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_leased_title = {"],["Iterate through all titles leased to a holy order","random_leased_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Change size of MaA regiment by the specified value.\nExtra troops are deleted, by default new troops will have to reinforce,\nunless reinforce = yes is used\nscope:regiment = {\nchange_maa_regiment_size = {\nsize = 5\nreinforce = yes\n}\n}","change_maa_regiment_size = scope:change_by"],["Change current troops count of MaA regiment. It can't exceed max troops count\nscope:regiment = { change_maa_troops_count = value }",""],["Destroy MaA regiment\nDoesn't work on regiments that belong to mercenary companies and holy orders\nscope:regiment = {\n}","destroy_maa_regiment = yes"],["Transfet title MaA regiment to another title",""],["add_activity_log_entry = {\nscore = <script_value>\ntags = { <a> <b> <c> } # Optional\nshow_in_conclusion = yes/no # Optional, defaults to no\ncharacter = <character>\ntarget = <character> # Optional\nlocation = <province> # Optional, defaults to current activity loction\nartifact = <artifact> # Optional\n}\nAdd a new log entry to the scoped activity","key = <loc_key>"],["add_to_current_phase_guest_subset = {\ntarget = scope:character\n}\nAdds the target character to the designated subset in the current phase.","name = <subset_key>"],["add_to_guest_subset = {\ntarget = scope:character\nphase = <phase_key> # Optional\n}\nAdds the target character to the designated subset. Will add to all phases\nand ongoing subsets if phase is not specified. If a phase is specified, they\nwill be added to all phases of that type.","name = <subset_key>"],["Iterate through all province locations of the phases of the activity, optionally limited to unique locations.\nany/every/random_activity_phase_location {\n}\nevery_activity_phase_location = { limit = { <triggers> } <effects> }","unique = yes/no"],["Iterate through all future province locations of the phases of the activity, optionally limited to unique locations. ('future' does not include any started phase)\nany/every/random_activity_phase_location_future {\n}\nevery_activity_phase_location_future = { limit = { <triggers> } <effects> }","unique = yes/no"],["Iterate through all past province locations of the phases of the activity, optionally limited to unique locations. ('past' only includes ended phases)\nany/every/random_activity_phase_location_future {\n}\nevery_activity_phase_location_past = { limit = { <triggers> } <effects> }","unique = yes/no"],["Iterate through all characters attending an activity.\nInvited guests that have not accepted/declined yet are not part of this list.\nSupports an optional state the character must be in.\nevery_attending_character = { limit = { <triggers> } <effects> }","any_attending_character = { state = travel/passive/active }"],["any/every/random_guest_subset = {\nphase = <phase_key> # Optional\n}\nIterates through characteres within the specified subset for past, current and\nfuture phases. If phase is specified it will only iterate through characters\nsubsets of that particular phase type.\nevery_guest_subset = { limit = { <triggers> } <effects> }","name = <subset_key>"],["any/every/random_guest_subset_current_phase = {\n}\nIterates through characteres within the specified subset of the current phase.\nevery_guest_subset_current_phase = { limit = { <triggers> } <effects> }","name = <subset_key>"],["Iterate through all characters invited to an activity. Once they accept/decline, they are removed from this list.","every_invited_character = { limit = { <triggers> } <effects> }"],["Iterate through all special guests of an activity.\nevery_special_guest = { limit = { <triggers> } <effects> }","any_special_guest = { ... }"],["Iterate through all province locations of the phases of the activity, optionally limited to unique locations.\nany/every/random_activity_phase_location {\n}\nordered_activity_phase_location = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","unique = yes/no"],["Iterate through all future province locations of the phases of the activity, optionally limited to unique locations. ('future' does not include any started phase)\nany/every/random_activity_phase_location_future {\n}\nordered_activity_phase_location_future = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","unique = yes/no"],["Iterate through all past province locations of the phases of the activity, optionally limited to unique locations. ('past' only includes ended phases)\nany/every/random_activity_phase_location_future {\n}\nordered_activity_phase_location_past = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","unique = yes/no"],["Iterate through all characters attending an activity.\nInvited guests that have not accepted/declined yet are not part of this list.\nSupports an optional state the character must be in.\nordered_attending_character = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_attending_character = { state = travel/passive/active }"],["any/every/random_guest_subset = {\nphase = <phase_key> # Optional\n}\nIterates through characteres within the specified subset for past, current and\nfuture phases. If phase is specified it will only iterate through characters\nsubsets of that particular phase type.\nordered_guest_subset = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","name = <subset_key>"],["any/every/random_guest_subset_current_phase = {\n}\nIterates through characteres within the specified subset of the current phase.\nordered_guest_subset_current_phase = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","name = <subset_key>"],["Iterate through all characters invited to an activity. Once they accept/decline, they are removed from this list.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_invited_character = {"],["Iterate through all special guests of an activity.\nordered_special_guest = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_special_guest = { ... }"],["Progress the current activity phase forward after X days.","progress_activity_phase_after = { days = X weeks = Z months = Y}"],["Iterate through all province locations of the phases of the activity, optionally limited to unique locations.\nany/every/random_activity_phase_location {\n}\nrandom_activity_phase_location = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","unique = yes/no"],["Iterate through all future province locations of the phases of the activity, optionally limited to unique locations. ('future' does not include any started phase)\nany/every/random_activity_phase_location_future {\n}\nrandom_activity_phase_location_future = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","unique = yes/no"],["Iterate through all past province locations of the phases of the activity, optionally limited to unique locations. ('past' only includes ended phases)\nany/every/random_activity_phase_location_future {\n}\nrandom_activity_phase_location_past = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","unique = yes/no"],["Iterate through all characters attending an activity.\nInvited guests that have not accepted/declined yet are not part of this list.\nSupports an optional state the character must be in.\nrandom_attending_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_attending_character = { state = travel/passive/active }"],["any/every/random_guest_subset = {\nphase = <phase_key> # Optional\n}\nIterates through characteres within the specified subset for past, current and\nfuture phases. If phase is specified it will only iterate through characters\nsubsets of that particular phase type.\nrandom_guest_subset = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","name = <subset_key>"],["any/every/random_guest_subset_current_phase = {\n}\nIterates through characteres within the specified subset of the current phase.\nrandom_guest_subset_current_phase = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","name = <subset_key>"],["Iterate through all characters invited to an activity. Once they accept/decline, they are removed from this list.","random_invited_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all special guests of an activity.\nrandom_special_guest = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_special_guest = { ... }"],["remove_from_current_phase_guest_subset = {\ntarget = scope:character\n}\nRemoves the target character from the designated subset in the current phase.","name = <subset_key>"],["add_to_guest_subset = {\ntarget = scope:character\nphase = <phase_key> # Optional\n}\nRemoves the target character from the designated subset. Will remove from all\nupcoming and ongoing subsets if phase is not specified. If a phase is specified,\nthey will be removed from all phases of that type.","name = <subset_key>"],["set_activity_host = character\nThe host of the scoped activity is set to the target character",""],["Sets the target character as a special guest for the scoped activity, replacing the existing one if set.\nThe character will be invited to the activity if they are not already attending, potentially using one of the slots reserved for effect invites.\nSpecify the type of special guest to set - this effect will error if the activity doesn't involve the specified guest type.\ntype = <special guest key>\ntarget = scope:character\n}","set_special_guest = {"],["Skip the current activity phase, either directly to the next phase, or to completion. (fast-forwards) skip_activity_phase = yes/no.",""],["Shifts the house relation between levels.","some_house_relation = {\n\tchange_house_relation_level = {\n\t\tsteps = 2.0 # Can be either full steps, or fractional ones\n\t\tdescription = <dynamic description> # Why the latest change happened\n\t\tnotification = <yes/no> # Optional (default: yes). Should we show a message if a players house is involved?\n\t}\n}"],["Clear the relation between two houses.","some_relation = {\n\tclear_house_relation = yes\n}"],["Iterate over both houses in the given relation","every_relation_house = { limit = { <triggers> } <effects> }"],["Iterate over both houses in the given relation\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_relation_house = {"],["Iterate over both houses in the given relation","random_relation_house = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters that are part of a participation group in a situation.","every_situation_group_participant = { limit = { <triggers> } <effects> }"],["Force-recalculate participation group for all members of some participation group\nNew participation group is calculated for every member before changes are made. Make sure to swich\ngroups for specific people in advance with a separate effect if it affects group membership for other people\nscope:participant_group = {\n}","mass_recalculate_participant_groups = yes"],["Iterate through all characters that are part of a participation group in a situation.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_situation_group_participant = {"],["Iterate through all characters that are part of a participation group in a situation.","random_situation_group_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Adds prestige, gold and piety based on contribution to allied attackers. Supports almost all currencies.\n* prestige, gold, piety, merit and influence are awarded to the participating rulers\n* dynasty_prestige is awarded to the participating rulers' dynasty\n* treasury is paid to the rulers' primary title's treasury cache, if it supports a treasury. Errors will occur otherwise.\n* herd and provisions are paid to the rulers' domicile, if it exists and supports the currency. Errors will occur otherwise.\n* Can only be called once per casus belli. Errors will occur otherwise","casus_belli = {\n\tadd_from_contribution_attackers = {\n\t\tprestige = medium_prestige_value\n\t\tgold = medium_gold_value\n\t\tpiety = medium_piety_value\n\t\tinfluence = medium_influence_value\n\t\tmerit = medium_herd_value\n\t\trenown = 50\n\t\ttreasury = medium_treasury_value\n\t\therd = medium_herd_value\n\t\tprovisions = medium_provisions_value\n\t\tbarter_goods = 50\n\n\t\topinion = {\n\t\t\tmodifier = contributed_in_war\n\t\t}\n\t}\n}"],["Adds prestige, gold and piety based on contribution to allied defenders. Supports almost all currencies.","casus_belli = {\n\tadd_from_contribution_defenders = {\n\t\tprestige = medium_prestige_value\n\t\tgold = medium_gold_value\n\t\tpiety = medium_piety_value\n\t\tinfluence = medium_influence_value\n\t\tmerit = medium_herd_value\n\t\trenown = medium_renown_value\n\t\ttreasury = medium_treasury_value\n\t\therd = medium_herd_value\n\t\tprovisions = medium_provisions_value\n\n\t\topinion = {\n\t\t\tmodifier = contributed_in_war\n\t\t}\n\t}\n}"],["Iterate through all casus belli's target titles","every_target_title = { limit = { <triggers> } <effects> }"],["Iterate through all casus belli's target titles\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_target_title = {"],["Iterate through all casus belli's target titles","random_target_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Adds a claim on the target artifact to the scoped house",""],["Add a modifier to a house\nadd_house_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_house_modifier = name"],["Add a modifier to a house\nadd_house_unity_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_house_unity_modifier = name"],["Adds value to the house unity.","\tadd_unity_value = {\n\t\tvalue = VALUE\n\t\tcharacter = CHARACTER\n\t\tdesc = localization_key\n\t}"],["Iterate through all claimed artifacts of the scoped house","every_house_claimed_artifact = { limit = { <triggers> } <effects> }"],["Iterate through all house members","every_house_member = { limit = { <triggers> } <effects> }"],["Iterate over all house relations of the given house","every_house_relation = { limit = { <triggers> } <effects> }"],["Iterate through all valid house unity members","every_house_unity_member = { limit = { <triggers> } <effects> }"],["Set or change the relation between two houses.","some_house = {\n\timpact_house_relation = {\n\t\ttarget = <other house>\n\t\ttype = <type of relation> #optional\n\t\tsteps = 2.0 # Can be either full steps, or fractional ones\n\t\tdescription = <dynamic description> # What caused this inception of or change to the relation\n\t\tnotification = <yes/no> # Optional (default: yes). Should we show a message if a players house is involved?\n\t\tsave_scope_as = <name> # Optional. Provide created relation to following scripts.\n\t}\n}"],["Iterate through all claimed artifacts of the scoped house\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_house_claimed_artifact = {"],["Iterate through all house members\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_house_member = {"],["Iterate over all house relations of the given house\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_house_relation = {"],["Iterate through all valid house unity members\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_house_unity_member = {"],["Iterate through all claimed artifacts of the scoped house","random_house_claimed_artifact = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all house members","random_house_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate over all house relations of the given house","random_house_relation = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all valid house unity members","random_house_unity_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Remove all instances of a modifier from a house","remove_all_house_modifier_instances = name"],["Remove all instances of a modifier from a house unity","remove_all_house_unity_modifier_instances = name"],["Removes a claim on the target artifact from the scoped house",""],["Remove a modifier from a house","remove_house_modifier = name"],["Remove a modifier from a house unity","remove_house_unity_modifier = name"],["Set house aspiration/aspect/attribute for the given house.","<house> = {\n\tset_house_aspiration = {\n\t\ttype = <type>\n\t\tlevel = <level> # optional\n\t}\n}"],["Set house head for the house. Also transfers noble family title. Usage:","set_house_head = <character>"],["Sets dynasty house name","set_house_name=<dynamic_description>"],["Sets dynasty house name from another dynasty's name","set_house_name_from_dynasty = dynasty"],["Sets dynasty house name from another dynasty house's name","set_house_name_from_house = house"],["Set the relation between two houses.","some_house = {\n\tset_house_relation = {\n\t\ttarget = <other house>\n\t\ttype = <type of relation> #optional\n\t\tlevel = <relationship level> #optional\n\t\tdescription = <dynamic description> # Why the latest change happened\n\t\tsave_scope_as = <name> # optional\n\t}\n}"],["Abort the travel plan immediately - no further travelling is executed, the on_action effect 'on_travel_plan_abort' will be run.","abort_travel_plan = yes/no."],["Adds a character as a companion to the scoped travel plan.","add_companion = CHARACTER"],["Add X days towards the progress of the travel plan to the next destination. If the next destination is reached, excess progress is discarded.\n'on_travel_plan_movement' on_action will not be triggered for any of the provinces. 'on_travel_plan_arrival' will be triggered.\ndays/weeks/months/years = X\n}","add_destination_progress = {"],["Adds the travel option specified in the RHS to the scope travel plan.<travel_plan> = { add_travel_option = name }",""],["Add a modifier to a travel plan\nadd_travel_plan_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_travel_plan_modifier = name"],["Adds a travel waypoint just ahead of the current travel location, and change the path accordingly.","<travel_plan> = { add_travel_waypoint = province }"],["Cancel travel plan future path, leave any associated activities, and reroute to home.","cancel_travel_plan = yes/no."],["Complete the travel plan immediately - no further travelling is executed, and the on_action effect 'on_travel_plan_complete' is run.","complete_travel_plan = yes/no"],["Delay the travel plan by specific time duration. Will pause the travel plan, and resume after the duration ends.\nWill add to any existing delay duration, unless 'add = no' is set.\ndays/weeks/months/years = X\nadd = yes/no [optional]\n}","delay_travel_plan = {"],["Iterate through all characters travelling along with the travel plan owner. Includes travel leader, but not the travel plan owner.","every_entourage_character = { limit = { <triggers> } <effects> }"],["Iterate through all provinces this travel plan has in its route.","every_future_path_location = { limit = { <triggers> } <effects> }"],["Iterate through all provinces this travel plan has arrived at so far.","every_visited_location = { limit = { <triggers> } <effects> }"],["Iterate through all characters travelling along with the travel plan owner. Includes travel leader, but not the travel plan owner.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_entourage_character = {"],["Iterate through all provinces this travel plan has in its route.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_future_path_location = {"],["Iterate through all provinces this travel plan has arrived at so far.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_visited_location = {"],["Pause the travel plan, until explicitly resumed. Any existing pause resume date is removed.","pause_travel_plan = yes/no."],["Pause the travel plan, until resumed, if in multiplayer. Any existing pause resume date is removed.","pause_travel_plan_mp = yes/no."],["Iterate through all characters travelling along with the travel plan owner. Includes travel leader, but not the travel plan owner.","random_entourage_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all provinces this travel plan has in its route.","random_future_path_location = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all provinces this travel plan has arrived at so far.","random_visited_location = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Remove all instances of a modifier from a travel plan","remove_all_travel_plan_modifier_instances = name"],["Remove character from a travel plan. You cannot remove the travel plan owner.","remove_character = CHARACTER."],["Removes the travel option specified in the RHS from the scope travel plan.<travel_plan> = { remove_travel_option = name }",""],["Remove a modifier from a travel plan","remove_travel_plan_modifier = name"],["Resume the travel plan, if paused.","resume_travel_plan = yes/no."],["Resume the travel plan, if paused for multiplayer purposes via 'pause_travel_plan_mp'.","resume_travel_plan_mp = yes/no."],["Set a character as the travel leader on the scoped travel plan. Any current leader is moved to be a regular companion in the entourage.","set_travel_leader = CHARACTER"],["Set a character as the owner of the scoped travel plan. If they're already the travel leader or an entourage member, it will remove them from those positions. The current owner is moved to be a regular companion in the entourage.","set_travel_plan_owner = CHARACTER"],["Iterate over both sides ( attacker and defender ) of the given combat","every_combat_side = { limit = { <triggers> } <effects> }"],["Iterate over both sides ( attacker and defender ) of the given combat\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_combat_side = {"],["Iterate over both sides ( attacker and defender ) of the given combat","random_combat_side = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Activate an inactive holy site<faith_scope> = { activate_holy_site = <holy_site_name> }",""],["Add doctrine to faith<faith_scope> = { add_doctrine = <doctrine_name> }",""],["Changes the fervor of the faith by the given value. change_fervor = script value",""],["Deactivate an active holy site<faith_scope> = { deactivate_holy_site = <holy_site_name> }",""],["Iterate through all great holy wars this faith is defending against","every_defensive_great_holy_wars = { limit = { <triggers> } <effects> }"],["Iterate through characters of the scoped faith","every_faith_character = { limit = { <triggers> } <effects> }"],["Iterate through all holy orders of the faith","every_faith_holy_order = { limit = { <triggers> } <effects> }"],["Iterate through playable rulers of the scoped faith","every_faith_playable_ruler = { limit = { <triggers> } <effects> }"],["Iterate through rulers of the scoped faith","every_faith_ruler = { limit = { <triggers> } <effects> }"],["Iterate through all holy site baronies of a faith","every_holy_site = { limit = { <triggers> } <effects> }"],["Iterate through all great holy wars this faith is defending against\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_defensive_great_holy_wars = {"],["Iterate through characters of the scoped faith\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_faith_character = {"],["Iterate through all holy orders of the faith\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_faith_holy_order = {"],["Iterate through playable rulers of the scoped faith\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_faith_playable_ruler = {"],["Iterate through rulers of the scoped faith\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_faith_ruler = {"],["Iterate through all holy site baronies of a faith\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_holy_site = {"],["Iterate through all great holy wars this faith is defending against","random_defensive_great_holy_wars = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through characters of the scoped faith","random_faith_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all holy orders of the faith","random_faith_holy_order = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through playable rulers of the scoped faith","random_faith_playable_ruler = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through rulers of the scoped faith","random_faith_ruler = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all holy site baronies of a faith","random_holy_site = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Remove doctrine from faith<faith_scope> = { remove_doctrine = <doctrine_name> }",""],["Removes the religious head title of the faith","remove_religious_head_title = yes"],["Sets the religious head title of the faith to the given title. set_religious_head_title = scope",""],["Starts a great holy war.","start_great_holy_war = {target_character = someonetarget_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}"],["Changes the amount of gold in the war chest by the given amount. change_war_chest_gold = script value",""],["Changes the amount of piety in the war chest by the given amount. change_war_chest_piety = script value",""],["Changes the amount of prestige in the war chest by the given amount. change_war_chest_prestige = script value",""],["The scoped GHW gives out its war-chest in full or in part.\ndefenders = yes (default to attackers instead)\nfaction = script value (default 1 for 100%)\ngold = no (default = yes)\npiety = no (default = yes)\nprestige = no (default = yes)\n}","divide_war_chest = {"],["Hands out titles in the target kingdom to the GHW attacker beneficiaries. Will vassalize people based on dejure liege within the taken kingdom. Will refill county garrisons and levies. do_ghw_title_handout = scope:title_and_vassal_change",""],["Iterate through all pledged attackers within a great holy war","every_pledged_attacker = { limit = { <triggers> } <effects> }"],["Iterate through all pledged defenders within a great holy war","every_pledged_defender = { limit = { <triggers> } <effects> }"],["Iterate through all pledged attackers within a great holy war\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_pledged_attacker = {"],["Iterate through all pledged defenders within a great holy war\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_pledged_defender = {"],["The target character pledges themselves as an attacker in the GHW. Must be of the same faith as the GHW declarer. pledge_attacker = some character",""],["The target character pledges themselves as a defender in the GHW. Must be of the same faith as the GHW target. pledge_defender = some character",""],["Iterate through all pledged attackers within a great holy war","random_pledged_attacker = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all pledged defenders within a great holy war","random_pledged_defender = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["The GHW stops having a designated winner. reset_designated_winner = yes",""],["The target character becomes the designated winner of the GHW. set_designated_winner = some character",""],["Sets the target of the great holy war.","set_great_holy_war_target = { target_character = someone target_title = some title }"],["The target character becomes the character that should declare war instead of the religious head. set_war_declarer = some character",""],["Starts the GHW war. start_ghw_war = undirected_great_holy_war",""],["The target character removes their pledge as an attacker in the GHW. unpledge_attacker = some character",""],["The target character removes their pledge as a defender in the GHW. unpledge_defender = some character",""],["Iterates through all Vassals assigned to the scoped Tax Slot","every_tax_slot_vassal = { limit = { <triggers> } <effects> }"],["Iterates through all Vassals assigned to the scoped Tax Slot\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_tax_slot_vassal = {"],["Iterates through all Vassals assigned to the scoped Tax Slot","random_tax_slot_vassal = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all participating character of a memory","every_memory_participant = { limit = { <triggers> } <effects> }"],["Iterate through all participating character of a memory\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_memory_participant = {"],["Iterate through all participating character of a memory","random_memory_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Add building to scoped domicile, ignores cost and construction time","domicile = { add_animate_domicile_building = domicile building key }"],["Add building to scoped domicile, ignores cost and construction time, no building animation","domicile = { add_domicile_building = domicile building key }"],["Adds/removes herd to/from a scoped domicile",""],["Adds (or removes) provisions to a scoped domicile",""],["Construct building to scoped domicile, ignores cost but uses construction time","domicile = { construct_domicile_building = domicile building key }"],["Downgrade building to previous from scoped domicile or destroy it if at lowest","domicile = { lower_domicile_building = domicile building key }"],["Downgrade building to previous from scoped domicile or destroy it if at lowest, without refunding","domicile = { lower_domicile_building = domicile building key }"],["Moves domicile to target location","domicile = { move_domicile = location }"],["Remove building from scoped domicile","domicile = { remove_domicile_building = domicile building key }"],["Remove building from scoped domicile without refunding it","domicile = { remove_domicile_building = domicile building key }"],["Sets the domicile's culture, if it supports it",""],["Sets the domicile's faith, if it supports it",""],["Adds loot to the currently scoped raiding/bartering army.","\tadd_loot = VALUE"],["Adds the designated supply to the army's supply. Cannot exceed the\narmy's max supply capacity.\nscope:army = { add_supply = 20 }",""],["Assign a commander for the scoped army","set_commander = scope:a_character"],["Clears the designated army's supply.\nscope:army = { clear_supply = yes }",""],["Reduce current army size by the giver percentage\nValue on the right side determines what portions of soldiers shall perish\nscope:army = { deplete_army_by_percentage = 0.2 }",""],["Iterate through all MaA regiments in the army\nscope:army = {\ninclude_hired = yes # should it include merc and holy order regiments (yes by default)\n}\n}\nevery_army_maa_regiment = { limit = { <triggers> } <effects> }","any_army_maa_regiment = {"],["Iterate through all MaA regiments in the army\nscope:army = {\ninclude_hired = yes # should it include merc and holy order regiments (yes by default)\n}\n}\nordered_army_maa_regiment = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_army_maa_regiment = {"],["Iterate through all MaA regiments in the army\nscope:army = {\ninclude_hired = yes # should it include merc and holy order regiments (yes by default)\n}\n}\nrandom_army_maa_regiment = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_army_maa_regiment = {"],["Refills the designated army's supply to its max capacity.\nscope:army = { refull_supply = yes }",""],["Removes the currently assigned commander from the scoped army","remove_commander = yes"],["Teleports the army to the given location. Cannot be done while in combat. Will cause combat to happen with this army as the attacker if there's hostiles in the target","set_army_location = scope:province"],["Subtracts the designated supply to the army's supply. Cannot exceed the\narmy's max supply capacity.\nscope:army = { subtract_supply = 20 }",""],["Iterate through all Contributions of a given Great Project, regardless of whether they were funded or not.","every_contribution = { limit = { <triggers> } <effects> }"],["Iterate through all Contributions of a given Great Project, regardless of whether they were funded or not.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_contribution = {"],["Iterate through all Contributions of a given Great Project, regardless of whether they were funded or not.","random_contribution = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Add building to the province<province> = { add_building = <building_name> }",""],["Add the specified great building to the province in scope. A slot of the specified type will be also added if needed.\nThis effect will error and do nothing if there already is a great building in the province. Check the existance of great building with has_any_great_building.\nThe building is immediately constructed at no cost for the owner","scope:province = {\n\tadd_great_building = mandala_capital_01\n}"],["Add a great building slot of the specified type to the province.\nWill fail with an error if there is a great building slot already available in the province, regardless of whether it is filled or not.\nNotice that buildings must satisfy the can_construct_potential flag to be selectable by the player.\nIf you want to just add the great building to the province without having the player explicitly start construction, use add_great_building instead.","scope:province = {\n\tadd_great_building_slot = <building_name>\n}"],["Adds the target legend as spread to the scoped province.","add_legend_spread = legend"],["Add a modifier to a province\nadd_province_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_province_modifier = name"],["Add a special building to the province (will also add/change a special slot if needed)",""],["Add a special building slot to the province<province> = { add_special_building_slot = <building_name> }",""],["Add a travel point of interest type to this province.","add_travel_point_of_interest = point_of_interest_type"],["Start construction of the specified holding type. By default player won't get anything if manually cancels the construction\nscope:my_province = {\n}\nOptionally refund cost can be set to some value.\nscope:my_province = {\nbegin_create_holding = {\ntype = castle_holding\nrefund_cost = {\ngold = 100\n}\n}\n}","begin_create_holding = castle_holding"],["Creates a new epidemic in the scoped province.\ntype = smallpox\nintensity = major\nsave_scope_as = new_epidemic # optional\n}","create_epidemic_outbreak = {"],["Replaces an existing building in the holding with the previous building in line, if any.\nProvide any building in the line as effect target to downgrade it to the previous level.\nThere must be another building of the same type already in place or the effect will fail with an error.\nDuchy Capital buildings will also fail to be created if the province doesn't support them.","scope:my_province = {\n\tdowngrade_building_effect = existing_building_key\n}"],["Iterate through all armies currently located in the scoped province","every_army_in_location = { limit = { <triggers> } <effects> }"],["Iterate through all characters currently located in the scoped province","every_character_in_location = { limit = { <triggers> } <effects> }"],["Iterate through all active Great Projects in a Province.","every_great_project_in_province = { limit = { <triggers> } <effects> }"],["Iterate through all neighboring provinces of a province","every_neighboring_province = { limit = { <triggers> } <effects> }"],["Iterate through all domiciles of scoped province","every_province_domicile = { limit = { <triggers> } <effects> }"],["Gets epidemics affecting the scoped province\nOptionally specify an outbreak intensity filter\nevery_province_epidemic = { limit = { <triggers> } <effects> }","any_province_epidemic = { intensity = apocalyptic }"],["Gets legends affecting the scoped province","every_province_legend = { limit = { <triggers> } <effects> }"],["Adds a random building to the province, using the AI's construction logic<province> = { generate_building = yes }",""],["Iterate through all armies currently located in the scoped province\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_army_in_location = {"],["Iterate through all characters currently located in the scoped province\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_character_in_location = {"],["Iterate through all active Great Projects in a Province.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_great_project_in_province = {"],["Iterate through all neighboring provinces of a province\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_neighboring_province = {"],["Iterate through all domiciles of scoped province\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_province_domicile = {"],["Gets epidemics affecting the scoped province\nOptionally specify an outbreak intensity filter\nordered_province_epidemic = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_province_epidemic = { intensity = apocalyptic }"],["Gets legends affecting the scoped province\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_province_legend = {"],["Starts funding a Great Project of the specified type in the given province.\nThe character specified as founder will cover the initial cost and will be able to fund Contributions before other rulers.","\t<scope:province> = {\n\t\tplan_great_project = {\n\t\t\tfounder = var:character\n\t\t\tgreat_project_type = great_wall\n\t\t}\n\t}"],["Iterate through all armies currently located in the scoped province","random_army_in_location = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters currently located in the scoped province","random_character_in_location = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all active Great Projects in a Province.","random_great_project_in_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all neighboring provinces of a province","random_neighboring_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all domiciles of scoped province","random_province_domicile = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets epidemics affecting the scoped province\nOptionally specify an outbreak intensity filter\nrandom_province_epidemic = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_province_epidemic = { intensity = apocalyptic }"],["Gets legends affecting the scoped province","random_province_legend = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["The Great Building in the scoped province is rebuilt and loses its ruined status.","rebuild_great_building = yes"],["The scoped province gets its garrison refilled. refill_levy = yes/no",""],["The scoped province gets its levy refilled. refill_levy = yes/no",""],["Remove all instances of a modifier from a province","remove_all_province_modifier_instances = name"],["Remove building from the province<province> = { remove_building = <building_name> }",""],["Removes the holding in scoped province, cannot remove capital holdings",""],["Removes the target legend as spread to the scoped province.","remove_legend_spread = legend"],["Remove a modifier from a province","remove_province_modifier = name"],["Remove a travel point of interest type in this province.","remove_travel_point_of_interest = point_of_interest_type"],["Replaces an existing building in the holding with a new one.\nFor 'special' buildings (Duchy Capital, Special Building, Great Building) this effect will try and create slot and building even if there is no other building of the same slot type.\nFor 'regular' buildings, there must be another building of the same type already in place or the effect will fail with an error.\nDuchy Capital buildings will also fail to be created if the province doesn't support them.","scope:my_province = {\n\treplace_building_effect = new_building_key\n}"],["The Great Building in the scoped province becomes ruined.","ruin_great_building = yes"],["Add the specified great building to the province in scope, potentially destroying any existing great building.\nCheck the existance of great building with has_any_great_building.\nThe building is immediately constructed at no cost for the owner.","scope:province = {\n\tset_great_building = mandala_capital_01\n}"],["Add a great building slot of the specified type to the province.\nWill error if there is a great building slot already available in the province, and set the slot to the specified type potentially destroying existing buildings.\nNotice that buildings must satisfy the can_construct_potential flag to be selectable by the player.\nIf you want to just add the great building to the province without having the player explicitly start construction, use add_great_building instead.","scope:province = {\n\tset_great_building_slot = <building_name>\n}"],["Changes the scoped province's holding to another type, removing all buildings that are invalid for the new holding.\nThis might also allow to construct a new holding in an empty province, but it is untested.","This might also allow to construct a new holding in an empty province, but it is untested."],["Replaces an existing building in the holding with the next building in line, if any.\nProvide any building in the line as effect target to upgrade it to the next level.\nThere must be another building of the same type already in place or the effect will fail with an error.\nDuchy Capital buildings will also fail to be created if the province doesn't support them.","scope:my_province = {\n\tupgrade_building_effect = existing_building_key\n}"],["adds the target character to the scope war as an attacker",""],["adds the target character to the scope war as a defender",""],["Removes the claimant from a war",""],["ends the war with the specified winner, end_war = attacker/defender/white_peace",""],["Iterate through all attackers in the war","every_war_attacker = { limit = { <triggers> } <effects> }"],["Iterate through all defenders in the war","every_war_defender = { limit = { <triggers> } <effects> }"],["Iterate through all participants in the war","every_war_participant = { limit = { <triggers> } <effects> }"],["Iterate through all attackers in the war\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_war_attacker = {"],["Iterate through all defenders in the war\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_war_defender = {"],["Iterate through all participants in the war\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_war_participant = {"],["Iterate through all attackers in the war","random_war_attacker = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all defenders in the war","random_war_defender = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all participants in the war","random_war_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["removes the target character from the scope war",""],["sets the target character as already called to the scope war",""],["sets the casus belli of the scope war",""],["change_progress = int\nChanges the progress of the scoped inspiration","Changes the progress of the scoped inspiration"],["invest_gold = value\nInvests gold into the scoped inspiration from its sponsor, it handles the removal of the gold from the sponsor, must be a positive value","Invests gold into the scoped inspiration from its sponsor, it handles the removal of the gold from the sponsor, must be a positive value"],["complete_task_contract = task_contract_reward",""],["Invalidate contract","invalidate_contract = yes/no"],["set_task_task_contract_target = CHARACTER_SCOPE",""],["Add this much to the Accolades glory",""],["Removes the acclaimed knight from this Accolade and passes it onto the successor ( if any )","remove_acclaimed_knight = yes"],["Sets the successor of an accolade to a character","set_accolade_successor = character"],["Makes a battle event show up in combat, and the combat result summary. The key is used for loc, with '_friendly' or '_enemy' appended. If this side is not the player's side, the two portraits get flipped. battle_event = { left_portrait = someone right_portrait = someone key = string }",""],["Iterate through all commanders (the commanders of every army on the side, not just the one leading the battle)","every_side_commander = { limit = { <triggers> } <effects> }"],["Iterate through all knights","every_side_knight = { limit = { <triggers> } <effects> }"],["Returns all participants in a combat side","every_side_participant = { limit = { <triggers> } <effects> }"],["Make the this side of the combat win the combat (or lose if 'force_win = no'), regardless of number of soldiers left. Happens instantly.","force_win = yes"],["Iterate through all commanders (the commanders of every army on the side, not just the one leading the battle)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_side_commander = {"],["Iterate through all knights\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_side_knight = {"],["Returns all participants in a combat side\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_side_participant = {"],["Iterate through all commanders (the commanders of every army on the side, not just the one leading the battle)","random_side_commander = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all knights","random_side_knight = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Returns all participants in a combat side","random_side_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Allow early retreat for one side of the combat. This means if this side loses, it can retreat even if the battle was short. (before NCombat::MIN_DAYS_BEFORE_MANUAL_RETREAT)\nYou can undo this via 'set_allow_early_retreat = no' (which is the default)","set_allow_early_retreat = yes"],["Disallow retreat for one side of the combat. This means if this side loses, they will take hard casualties.\nYou can undo this via 'set_disallowed_retreat = no' (which is the default)","set_disallowed_retreat = yes"],["Skip pursuit phase for this combat side, if they would lose. This means that they will not take more casualties from pursuit.\nYou can undo this via 'set_skip_pursuit = no' (which is the default)","set_skip_pursuit = yes"],["Make the a side of a combat become the winner, regardless of number of soldiers left.\nThe combat will progress to the pursuit phase the next tick.\nYou can undo this win (this tick) via 'set_winner = no'","set_winner = yes"],["add_manual_participant = scope:character\nMark a character as a manual participant candidate for the Situation. They will be sorted into the first participant group that is valid for them. If no groups are valid, they will continue to be considered for participation in the future, but not be an actual participant until matched with a group.Use `remove_manual_participant` to remove them from consideration.",""],["Change the phase of the top sub-region from the current one to a specific phase\nchange_top_phase = { phase = my_first_phase }","change_top_phase = my_first_phase"],["End a situation, end_situation = yes",""],["Iterate through all participant groups of the situation (in all sub-regions)","every_participant_group = { limit = { <triggers> } <effects> }"],["Iterate through all counties that are involved in a situation","every_situation_county = { limit = { <triggers> } <effects> }"],["Iterate through all characters that are participating in a situation.","every_situation_participant = { limit = { <triggers> } <effects> }"],["Iterate through all sub-regions of a situation","every_situation_sub_region = { limit = { <triggers> } <effects> }"],["Writes a log entry for the natural disaster situation in scope\nEnabled with 'Logging.NaturalDisasters' in console first.\nShould be run after set_situation_capital_province and once severity has been set to capture accurate data.\nlog_natural_disaster = \"ended\"","log_natural_disaster = \"started\""],["Iterate through all participant groups of the situation (in all sub-regions)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_participant_group = {"],["Iterate through all counties that are involved in a situation\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_situation_county = {"],["Iterate through all characters that are participating in a situation.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_situation_participant = {"],["Iterate through all sub-regions of a situation\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_situation_sub_region = {"],["Iterate through all participant groups of the situation (in all sub-regions)","random_participant_group = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties that are involved in a situation","random_situation_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters that are participating in a situation.","random_situation_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all sub-regions of a situation","random_situation_sub_region = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Adds a special situation history entry. Only applies to situations that support full history ('keep_full_history = yes').\nThe entry date will be the date when the effect is executed.\nThe key field is mandatory and enables special entry localization. You will be able to access the character and the specified variables when localizing it.\nVariables only support objects, not values.\nscope:situation = {\nkey = special_event_key\nactor = scope:character (optional)\nphase = situation_phase_type_key (optional)\nvariables = {\nother_character = scope:other_character\ntitle = scope:title\n}\n}\n}","record_situation_special_event = {"],["remove_manual_participant = scope:character\nRemove a manual participant from a situation. They were added before with `add_manual_participant`.",""],["Sets a center province for the situation, useful for displaying pins in a specific place.\nCan be retrieved with situation_center_province link.\nscope:situation = {\n}","set_situation_center_province = province"],["Trigger a Situation catalyst on all subregions of a situation.\nIf a target province is specified, the catalyst will only trigger in that subregion.\nscope:situation = {\ncatalyst = catalyst_type\ncharacter = scope:character (optional, the actor who will trigger the catalyst)\ncounty = scope:province (optional, identifies the subregion where the catalyst will trigger)\n}\n}\nsimplified: activate_situation_catalyst = <catalyst_type>\nexample: activate_situation_catalyst = situation_catalyst_type:war_started","trigger_situation_catalyst = {"],["Add a modifier to a dynasty\nadd_dynasty_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_dynasty_modifier = name"],["Adds dynasty perk. add_dynasty_perk = key",""],["adds dynasty prestige",""],["adds dynasty prestige levels",""],["Iterate through all houses in dynasty","every_dynasty_house = { limit = { <triggers> } <effects> }"],["Iterate through all dynasty members","every_dynasty_member = { limit = { <triggers> } <effects> }"],["Iterate through all houses in dynasty\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_dynasty_house = {"],["Iterate through all dynasty members\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_dynasty_member = {"],["Iterate through all houses in dynasty","random_dynasty_house = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all dynasty members","random_dynasty_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Remove all instances of a modifier from a dynasty","remove_all_dynasty_modifier_instances = name"],["Remove a modifier from a dynasty","remove_dynasty_modifier = name"],["Removes dynasty perk. remove_dynasty_perk = key",""],["Sets dynasty name","set_dynasty_name=<dynamic_description>"],["Adds all defacto counties of a character's realm to the situation sub-region.","\tadd_character_realm_to_sub_region = <character>"],["Adds all dejure counties of a landed title to the situation sub-region.","\tadd_dejure_title_to_sub_region = <title>"],["Adds a geographical region to the situation sub-region.","\tadd_geographical_region = db_type:geographical_region"],["Add (or subtract if negative) duration from the sub-region current phase' max duration.\ndays = 123\nmonths = 123\n}","add_phase_max_duration = {"],["Add (or subtract if negative) duration towards a future takeover phase of this situation sub-region.\nphase = situation_phase_key\ndays = 123\nmonths = 123\n}","add_takeover_phase_duration = {"],["Add (or subtract if negative) points towards a future takeover phase of this situation sub-region. (rounded down)\nphase = situation_phase_key\npoints = scripted_value\n}","add_takeover_phase_points = {"],["Change the phase of a sub-region from the current one to a specific phase\nchange_phase = { phase = my_first_phase }","change_phase = my_first_phase"],["Iterate through all counties of a situation sub-region (warning: not fast)","every_situation_sub_region_county = { limit = { <triggers> } <effects> }"],["Iterate through all geographical regions of a situation sub-region","every_situation_sub_region_geographical_region = { limit = { <triggers> } <effects> }"],["Iterate through all characters that are participating in a situation, in a specific subregion","every_situation_sub_region_participant = { limit = { <triggers> } <effects> }"],["Iterate through all participant groups of the situation sub-region","every_situation_sub_region_participant_group = { limit = { <triggers> } <effects> }"],["Iterate through all counties of a situation sub-region (warning: not fast)\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_situation_sub_region_county = {"],["Iterate through all geographical regions of a situation sub-region\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_situation_sub_region_geographical_region = {"],["Iterate through all characters that are participating in a situation, in a specific subregion\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_situation_sub_region_participant = {"],["Iterate through all participant groups of the situation sub-region\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_situation_sub_region_participant_group = {"],["Iterate through all counties of a situation sub-region (warning: not fast)","random_situation_sub_region_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all geographical regions of a situation sub-region","random_situation_sub_region_geographical_region = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters that are participating in a situation, in a specific subregion","random_situation_sub_region_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all participant groups of the situation sub-region","random_situation_sub_region_participant_group = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Removes all defacto counties of a character's realm from the situation sub-region.","\tremove_character_realm_from_sub_region = <character>"],["Removes all dejure counties of the target title from the situation sub-region.","\tremove_dejure_title_from_sub_region = <title>"],["Removes a geographical region from the situation sub-region.","\tremove_geographical_region = db_type:geographical_region"],["Triggers a catalyst in a specific subregion only. Works in short version without specifying an actor:\nscope:situation_sub_region = {\n}\ncan specify an actor that triggers the catalyst:\nscope:situation_sub_region = {\ntrigger_sub_region_catalyst = {\ncatalyst = catalyst_type\ncharacter = scope:character\n}\n}","trigger_sub_region_catalyst = catalyst_type"],["Add an agent slot of the specific type to the scoped scheme",""],["Adds the specified amount of breaches the scoped scheme.",""],["adds the specified scheme modifier, add_scheme_modifier = { type = X days = Y } (days are optional, the modifier will expire in Y days if specified)",""],["Add progress to the scope scheme. (progress is in 0.0 - 100.0 range)",""],["Assign competent and willing agents to scheme.","<scheme> = {\n\tauto_assign_scheme_agents = yes\n}"],["Change schemes available opportunities with the given amount.",""],["Ends a specific scheme and removes it without any other effect",""],["Iterate through all characters in agent slots in the scheme","every_scheme_agent_character = { limit = { <triggers> } <effects> }"],["Iterate through all agent slots in the scheme","every_scheme_agent_slot = { limit = { <triggers> } <effects> }"],["Exposes the scheme to the defender",""],["Exposes the target character as an agent of the current scheme",""],["Ends a specific scheme and removes it. Also runs on_invalidate effects for the scheme and possible contract.",""],["Iterate through all characters in agent slots in the scheme\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_scheme_agent_character = {"],["Iterate through all agent slots in the scheme\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_scheme_agent_slot = {"],["Iterate through all characters in agent slots in the scheme","random_scheme_agent_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all agent slots in the scheme","random_scheme_agent_slot = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Remove the target agent slot from the scoped scheme",""],["removes the specified scheme modifier",""],["Resets the scheme's accumulated success chance growth, opportunities, and current phase progress.","reset_scheme_progress = yes"],["scheme_freeze = { reason = LOC_KEY days/months/years = X } freezes the scheme for duration X. 0 duration for indefinite freeze, until scheme_unfreeze is called.",""],["scheme_unfreeze = yes Unfreezes the scheme if it's frozen.",""],["Iterate through all defined required government types for a holding type","every_required_heir_government_type = { limit = { <triggers> } <effects> }"],["Iterate through all defined required government types for a holding type\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_required_heir_government_type = {"],["Iterate through all defined required government types for a holding type","random_required_heir_government_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all opposite traits of the scoped trait","every_opposite_trait = { limit = { <triggers> } <effects> }"],["Iterate through all opposite traits of the scoped trait\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_opposite_trait = {"],["Iterate through all opposite traits of the scoped trait","random_opposite_trait = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Add a modifier to a legend whose effects should be applied to the county\nadd_legend_county_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_legend_county_modifier = name"],["Add a modifier to a legend whose effects should be applied to the owner\nadd_legend_owner_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_legend_owner_modifier = name"],["Add a modifier to a legend whose effects should be applied to the provinces\nadd_legend_province_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_legend_province_modifier = name"],["Clears the localization key for the named chapter of the scoped legend.","clear_legend_chapter = opening"],["Gets all promoters of the scoped legend","every_legend_promoter = { limit = { <triggers> } <effects> }"],["Gets all provinces the scoped legend has spread into","every_spread_province = { limit = { <triggers> } <effects> }"],["Gets all promoters of the scoped legend\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_legend_promoter = {"],["Gets all provinces the scoped legend has spread into\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_spread_province = {"],["Gets all promoters of the scoped legend","random_legend_promoter = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets all provinces the scoped legend has spread into","random_spread_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Remove all instances of a modifier from affecting the counties in a legend","remove_all_legend_county_modifier_instances = name"],["Remove all instances of a modifier from affecting the owner of a legend","remove_all_legend_owner_modifier_instances = name"],["Remove all instances of a modifier from affecting the provinces in a legend","remove_all_legend_province_modifier_instances = name"],["Remove a modifier from affecting the counties in a legend","remove_legend_county_modifier = name"],["Remove a modifier from affecting the owner of a legend","remove_legend_owner_modifier = name"],["Remove a modifier from affecting the provinces in a legend","remove_legend_province_modifier = name"],["Sets the localization key for the named chapter of the scoped legend to the new value.","set_legend_chapter = { name = opening localization_key = <loc_key> }"],["Sets the object at the named property of the scoped legend to the new value.","set_legend_property = { name = animal_type target = var:hunt_type }"],["Sets the legend quality to the new value.\nfamed, illustrious, mythical","set_legend_quality = famed"],["Adds the cultural tradition scope specified in the RHS to the scope culture.add_culture_tradition = tradition_court_eunuchs",""],["\"Add X percentage of progress to current fascination. Supports scripted values.","<culture> = add_fascination_progress = 35"],["Add X months of progress to current fascination. Supports scripted values.","<culture> = add_fascination_progress_time = 3"],["Add innovation to a culture. add_innovation = innovation_key",""],["Add X percentage of progress to the selected innovation.\nYou can use either a hardcoded innovation key (culture_innovation:innovation_burhs) or a saved innovation scope (scope:my_innovation).\nvalue = 15\ntarget = innovation\n}","add_innovation_progress = {"],["Add X months of progress to the selected innovation.\nYou can use either a hardcoded innovation key (culture_innovation:innovation_burhs) or a saved innovation scope (scope:my_innovation).\nThe value parameter supports scripted values.\nvalue = 3\ntarget = innovation\n}","add_innovation_progress_time = {"],["Adds the name list to the culture","<culture> = { add_name_list = name }"],["Add random available innovation<culture> = { add_random_innovation = culture_group_military/culture_group_civic/culture_group_regional/yes }",""],["Adds one random valid tradition to a culture. Target character provides context for can_pick and is_shown. If this would put the culture over the tradition limit, an error is loggedadd_random_valid_tradition = scope:character",""],["Adds one random valid tradition to a culture. Target character provides context for can_pick and is_shown. If this would put the culture over the tradition limit, a random existing tradition is removedadd_random_valid_tradition_replace_if_necessary = scope:character",""],["Add X percentage of progress to current spread innovation. Supports scripted values.","<culture> = add_spread_progress = 35"],["Add X months of progress to current spread innovation. Supports scripted values.","<culture> = add_spread_progress_time = 3"],["Changes cultural acceptance with the target culture\ntarget = <culture>\nvalue = script value\ndesc = dynamic desc. Description that'll show when hovering over the acceptance tooltip in the culture window\n}","change_cultural_acceptance = {"],["Removes all cultural traditions from the scope culture.clear_culture_traditions = yes",""],["Replaces all traditions of scoped culture with traditions from the given culturecopy_all_traditions_from = scope:target_culture",""],["Iterate through all counties of the culture","every_culture_county = { limit = { <triggers> } <effects> }"],["Iterate through all duchies of the culture (duchies with at least one county of the culture","every_culture_duchy = { limit = { <triggers> } <effects> }"],["Iterate through all empires of the culture (empires with at least one county of the culture","every_culture_empire = { limit = { <triggers> } <effects> }"],["Iterate through all kingdoms of the culture (kingdoms with at least one county of the culture","every_culture_kingdom = { limit = { <triggers> } <effects> }"],["Iterate through all innovations known to the given culture","every_known_innovation = { limit = { <triggers> } <effects> }"],["Iterate through all parent cultures","every_parent_culture = { limit = { <triggers> } <effects> }"],["Iterate through all parent cultures or above","every_parent_culture_or_above = { limit = { <triggers> } <effects> }"],["Iterate through all traditions of the given culture","every_tradition = { limit = { <triggers> } <effects> }"],["Discover all innovations from the target culture","get_all_innovations_from = <culture>"],["Get random available innovation from another culture",""],["Joins all culture eras up to and including the given one","join_era = culture_era_type"],["Leaves all culture eras down to and including the given one","leave_era = culture_era_type"],["Iterate through all counties of the culture\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_culture_county = {"],["Iterate through all duchies of the culture (duchies with at least one county of the culture\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_culture_duchy = {"],["Iterate through all empires of the culture (empires with at least one county of the culture\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_culture_empire = {"],["Iterate through all kingdoms of the culture (kingdoms with at least one county of the culture\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_culture_kingdom = {"],["Iterate through all innovations known to the given culture\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_known_innovation = {"],["Iterate through all parent cultures\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_parent_culture = {"],["Iterate through all parent cultures or above\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_parent_culture_or_above = {"],["Iterate through all traditions of the given culture\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_tradition = {"],["Iterate through all counties of the culture","random_culture_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all duchies of the culture (duchies with at least one county of the culture","random_culture_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all empires of the culture (empires with at least one county of the culture","random_culture_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all kingdoms of the culture (kingdoms with at least one county of the culture","random_culture_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all innovations known to the given culture","random_known_innovation = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all parent cultures","random_parent_culture = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all parent cultures or above","random_parent_culture_or_above = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all traditions of the given culture","random_tradition = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Removes the current bonus fascination for the selected culture.\nYou don't need to remove the bonus before assigning it to a different innovation: the new selection will override the previous one.","culture = {\n\tremove_bonus_fascination_innovation = yes\n}"],["Removes the cultural tradition scope specified in the RHS from the scope culture.remove_culture_tradition = tradition_court_eunuchs",""],["Remove innovation from a culture. remove_innovation = innovation_key",""],["Removes a random cultural tradition from the scope culture.remove_random_culture_tradition = yes",""],["Sets the culture creation date to be todays datereset_culture_creation_date = yes",""],["Sets the current bonus fascination to the specified innovation.\nThe innovation can be specified both with its DB key (innovation_burhs) or via saved scope (scope:my_saved_innovation).\nThe culture will get bonus progress rate when fascinated with this innovation.\nDefine the desired bonus in 00_defines.txt (INNOVATION_PROGRESS_GAIN_FROM_BONUS_FASCINATION).\nThe bonus is dropped when the innovation is discovered, a new set_bonus_fascination_innovation is called on the culture, or when manually reset via script.\nReset this marker with reset_bonus_fascination_innovation.","culture = {\n\tset_bonus_fascination_innovation = innovation\n}"],["Sets cultural acceptance with the target culture","set_cultural_accpetance = { target = <culture> value = script value }"],["Permanently sets the name of the scope culture to the parsed text from the provided localization string.\nLike 'set_title_name', the new name is static and unchanging (i.e., if the localization key provided is 'Neo-[old_culture.GetName]' and the old culture is French, the new name is just be saved as a simple string, 'Neo-French', so that if/when the old_culture scope is cleaned up the localization does not break.set_culture_name = {\ncollective_noun = dynamic description\nprefix = dynamic description\n}","noun = dynamic description"],["Adds the current pillar specified in the RHS to the scope culture, replacing the pillar in the matching slot.set_culture_pillar = ethos_warmonger",""],["Set the ethos from the RHS on the scope culture.set_ethos_from = culture:norwegian",""],["Set the heritage from the RHS on the scope culture.set_heritage_from = culture:norwegian",""],["Set the language from the RHS on the scope culture.set_language_from = culture:norwegian",""],["Set the martial custom from the RHS on the scope culture.set_martial_custom_from = culture:norwegian",""],["Remove all existing name lists then adds the specified name list to the culture","<culture> = { set_name_list = name }"],["Adds an participant to the secret",""],["Forbids the target character from exposing the secret, disable_exposure_by = target_character",""],["Iterate through all characters who know the secret","every_secret_knower = { limit = { <triggers> } <effects> }"],["Iterate through participants in a secret","every_secret_participant = { limit = { <triggers> } <effects> }"],["Exposes the scope secret",""],["Iterate through all characters who know the secret\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_secret_knower = {"],["Iterate through participants in a secret\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_secret_participant = {"],["Iterate through all characters who know the secret","random_secret_knower = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through participants in a secret","random_secret_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Removes the scope secret",""],["Reveals the scope secret to the target character",""],["Sets a new owner for the secret",""],["Spends the scope secret, spend_by = target_character",""],["Iterate through all faiths within a religion","every_faith = { limit = { <triggers> } <effects> }"],["Iterate through all faiths within a religion\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_faith = {"],["Iterate through all faiths within a religion","random_faith = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Adds a history entry to the artifact, could for example be a reforging event\ndate = jomini date - when this historical event took place\nactor = character - who is the actor in the event, for example who created it\nrecipient = character - who is the recipient in the event, for example who was the artifact given to\nlocation = province - where the event took place","type = enum - history entry type"],["Adds a static modifier to the given artifact\nNOTE: does not support duration!","add_artifact_modifier = modifier_name"],["Adds the title history of the given title to the scoped artifacts history\ntarget = title scope - landed title to take history from\ndate = game date - from which date onwards to copy historical entries","add_artifact_title_history = {}"],["Add this much to the artifacts durability",""],["Removes all modifiers from the scoped artifact","clear_artifact_modifiers = yes"],["Copies the modifiers of the target artifact. Does *not* clear out existing modifiers","copy_artifact_modifiers = target_artifact"],["Makes the owner of the scoped artifact equip it, will fail if there already is an equipment in the artifact's slot.",""],["Makes the owner of the scoped artifact equip it, will replace the first held artifact if all slots of its type are filled.",""],["Iterate through all characters with a claim on the scoped artifact","every_artifact_claimant = { limit = { <triggers> } <effects> }"],["Iterate through all dynasty houses with a claim on the scoped artifact","every_artifact_house_claimant = { limit = { <triggers> } <effects> }"],["Iterate through all characters with a claim on the scoped artifact\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_artifact_claimant = {"],["Iterate through all dynasty houses with a claim on the scoped artifact\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_artifact_house_claimant = {"],["Iterate through all characters with a claim on the scoped artifact","random_artifact_claimant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all dynasty houses with a claim on the scoped artifact","random_artifact_house_claimant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Reforges the given artifact, restoring its durability and potentially changing any other attributes such as type or modifiers unless those fields are left empty\nBe aware that we make use of the current scopes implicitly. This is done in common/artifacts/visuals\ndescription = dynamic description - artifact description\nrarity = enum - artifact rarity, ex. legendary\ntype = flag - inventory slot type, ex. trinket\nmodifier = static modifier - applied to the character whom wields this artifact\ndurability = script value - new durability, will be max by default\nmax_durability = script value - Optional. A value for the max durability, which would override the one normally assigned by the defines\ndecaying = yes/no - Optional. Set if artifact decays with time. Yes by default\nhistory = artifact history entry - custom history entry to denote for example that this is artifact was reforged by someone else than the owner\ntype = artifact history entry type - available types:\ncreated_before_history\ncreated\nprize_created\ndiscovered\ncreator_discovered\nclaimed_by_house\ngiven\nstolen\ninherited\nconquest\ntaken_in_siege\ntaken_in_battle\nwon_in_duel\npurchased\nprize_awarded\nransomed\nreforged\ntemplate = artifact scripted template - a scripted base template with triggers and modifiers\nvisuals = artifact visual type - how this artifact should appear visually\ngenerate_history = bool - automatically generate a new history entry if none has been scripted?\nquality = script value - new quality, used in AI scoring\nwealth = script value - new wealth, used in AI scoring\ncreator = character scope - set a custom creator of the artifact ( default is the owner )\nvisuals_source = scope containing landed title, dynasty or house - set a source of coat of arms graphics for the artifact\n(only few artifact models actually make use of it. Most notable - banners)","name = dynamic description - artifact name"],["Removes th feature from the specified group from the artifact.\nCannot remove required groups.","remove_artifact_feature_group = key"],["Removes a static modifier to the given artifact\nNOTE: does not support duration!","remove_artifact_modifier = modifier_name"],["Sets the description of the given artifact","set_artifact_description = dynamic desc"],["Sets the specified feature on the artifact.\nIf there's already a feature of that group, it gets overridden.","set_artifact_feature = key"],["Sets a feature from the specified group on the artifact.\nUses the current scopes. Uses the weighting from the group.\nIf there's already a feature of that group, it gets overridden.","set_artifact_feature_group = key"],["Sets the name of the given artifact","set_artifact_name = dynamic name"],["Sets the rarity of the scoped artifact. Note that this does not update graphics and the like","set_artifact_rarity = common"],["Sets the artifact's max durability",""],["Change the artifacts owner and transfer it to the given character\ntarget = character scope - the new owner character\nhistory = artifact history entry - custom history entry to denote for example that this is artifact was stolen rather than given\ngenerate_history = bool - automatically generate a new history entry if none has been scripted?","set_artifact_owner = {}"],["Set if the scoped artifact should decay with time or not","set_should_decay = yes/no"],["Makes the owner of the scoped artifact unequip it.",""],["Generates a coat of arms for the scoped landed title, dynasty or house","generate_coa = yes"],["Rest the coat of arms for the scoped landed title, dynasty or house to its template","reset_coa = yes"],["Sets the coat of arms of a landed title, dynasty, or house to the right hand side coat of arms or that of an object of the same type\nset_coa = scope:new_coa","set_coa = k_england"],["Iterate through all kills of a character","every_killed_character = { limit = { <triggers> } <effects> }"],["Iterate through all kills of a character\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_killed_character = {"],["Iterate through all kills of a character","random_killed_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Activate a catalyst, activate_struggle_catalyst = { catalyst = X character = Y}where X is a catalystY is scope:character # optionalsimplified: activate_struggle_catalyst = <catalyst>","activate_struggle_catalyst = { catalyst = X character = Y} where X is a catalystY is scope:character # optionalsimplified: activate_struggle_catalyst = <catalyst>"],["Change the phase from the current one to a listed scripted phase without going into transition phase\nchange_struggle_phase = { struggle_phase = X with_transition = yes/no }\nwhere X is a struggle phase type","change_struggle_phase = X"],["Change the current phase duration in the scoped Struggle.\nor\nchange_struggle_phase_duration = { duration = { days/weeks/months/years = Y }\nwhereX is amount of points(can be negative);Y is amount of days/weeks/months/years (can be negative)","change_struggle_phase_duration = { duration = { points = X } }"],["End a struggle, end_struggle = yes","end_struggle = yes"],["Iterate through all characters that are interloper in a struggle.","every_interloper_ruler = { limit = { <triggers> } <effects> }"],["Iterate through all counties that are involved in a struggle","every_involved_county = { limit = { <triggers> } <effects> }"],["Iterate through all characters that are involved in a struggle.","every_involved_ruler = { limit = { <triggers> } <effects> }"],["Iterate through all characters that are interloper in a struggle.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_interloper_ruler = {"],["Iterate through all counties that are involved in a struggle\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_involved_county = {"],["Iterate through all characters that are involved in a struggle.\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_involved_ruler = {"],["Iterate through all characters that are interloper in a struggle.","random_interloper_ruler = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties that are involved in a struggle","random_involved_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters that are involved in a struggle.","random_involved_ruler = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Set a culture as involved in the scoped Struggle.",""],["Set a culture as involved in the scoped Struggle.",""],["Set a faith as involved in the scoped Struggle.",""],["Set a faith as uninvolved in the scoped Struggle.",""],["add_faction_discontent = X adds (or subtracts) discontent to the scope faction",""],["the scoped faction is destroyed [yes|no]",""],["Iterate through all faction county members","every_faction_county_member = { limit = { <triggers> } <effects> }"],["Iterate through all faction character members","every_faction_member = { limit = { <triggers> } <effects> }"],["Removes the war currently associated with the faction","faction_remove_war = yes"],["The scope faction starts the war agains their target.\ntitle = [optional]\n}","faction_start_war = {"],["Iterate through all faction county members\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_faction_county_member = {"],["Iterate through all faction character members\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_faction_member = {"],["Iterate through all faction county members","random_faction_county_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all faction character members","random_faction_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Removes the special character for the scope faction",""],["Removes the special character for the scope faction",""],["Sets the special character for the scope faction",""],["Sets the special title for the scope faction",""],["Adds a character to the scoped confederation, unless they're already part of one.\nThe target character must have their primary title tier lower than the confederation title's tier.\nThis will also make the character a vassal of the confederation leader.","<confederation> = {\n\tadd_member = <character>\n}"],["Adds a house to the scoped confederation, unless they're already part of it.","<confederation> = {\n\t\tadd_confederation_member_house = <house>\n\t}"],["Change confederation cohesion by the provided amount.",""],["Clear this confederation's leading house.","<confederation> = {\n\tclear_leading_house = <yes/no> # where a 'no' means the leading house is kept.\n}"],["Disbands the scoped confederation, destroying the confederation title.disband_confederation = yes",""],["Iterates through all member characters of the scoped confederation","every_confederation_member = { limit = { <triggers> } <effects> }"],["Iterates through all member houses of the scoped confederation","every_confederation_member_house = { limit = { <triggers> } <effects> }"],["Iterates through all member characters of the scoped confederation\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_confederation_member = {"],["Iterates through all member houses of the scoped confederation\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","ordered_confederation_member_house = {"],["Iterates through all member characters of the scoped confederation","random_confederation_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterates through all member houses of the scoped confederation","random_confederation_member_house = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Removes the target character from the scoped confederation.\nThe holder of the confederation title cannot be removed.","<confederation> =\n\t remove_member = <character>\n}"],["Removes the target house from the scoped confederation.","<confederation> =\n\t remove_member_house = <house>\n}"],["Set confederation cohesion to the provided amount.",""],["Changes the map color of the confederation/bloc to the specified value. Both named and RGB values are supported.","scope:the_bloc = {\n\tset_confederation_color = { 255 128 64 }\n}"],["Sets confederation name.set_confederation_name=<dynamic_description>",""],["Sets the leading house of the confederation.","<confederation> = {\n\tset_leading_house = <house>\n}"],["Ends a story and executes it's on_end effect, the story can no longer be accessed after this",""],["= character_target makes the character the new owner of the story",""],["Get the accolade_type with the specified key",""],["Get the activity_type with the specified key",""],["Reference the value of a numeric value in an array define: array_define:Namespace|Name|Index. Index is 0-based.",""],["Get the casus_belli_type with the specified key",""],["Global link to historical ( scripted ) character scope of the given character string",""],["A comparison trigger that needs a parsable string parameter that will return its value in the context it is used eg: scope:root.number_of(armies)",""],["A comparison trigger that will return its value in the context it is used eg: root.gold",""],["Get the confederation_type with the specified key",""],["Get the type of a given contract from its key",""],["Get the court_position_type with the specified key",""],["Global link to culture scope of given culture string",""],["Get the culture_innovation with the specified key",""],["Get the culture_pillar with the specified key",""],["Get the culture_tradition with the specified key",""],["Get the decision with the specified key",""],["Reference the value of a numeric define: define:Namespace|Name",""],["Get the doctrine with the specified key",""],["Global link to the dummy female character",""],["Global link to the dummy male character",""],["Link to dynasty scope of the given dynasty string",""],["Get the epidemic_type with the specified key",""],["Global link to event scope of the given event id",""],["Global link to faith scope of given faith string",""],["Flag literals eg: flag:the_boss",""],["Get the geographical_region with the specified key",""],["Reference a previous set global variable via its name eg: global_var:important_thing",""],["Get the government_type with the specified key",""],["Get the great_project_type with the specified key",""],["Get the holding_type with the specified key",""],["Link to house scope of the given house string",""],["Get the house_aspiration with the specified key",""],["Get the house_relation_level with the specified key",""],["Get the house_relation_type with the specified key",""],["Get the legend_type with the specified key",""],["Reference a previous set local variable via its name eg: local_var:person_of_interest",""],["A script value that will calculate and returns its value in the context it is used",""],["Boolean literal for false values",""],["The previous scope",""],["Directly scope to a specific province by its ID",""],["Global link to religion scope of given religion string",""],["The head of the current top scope eg: reciever of an event, taker of a decision",""],["Reference a previously saved scope via its name eg: scope:target",""],["Global link to the situation of the given type key (only available if the situation has `is_unique = yes`.",""],["Get the special guest of the given type key in the scoped activity",""],["Global link to struggle of the given key",""],["Get the task_contract_type with the specified key",""],["The current scope",""],["Global link to title scope of given landed title template string",""],["Get the trait with the specified key",""],["A numeric literal value eg: 1, 5.2, -6",""],["Reference a previous set variable via its name eg: var:mortal_enemy",""],["Get the vassal_contract with the specified key",""],["Boolean literal for true values",""],["Get the Accolade of which this character is the Acclaimed Knight",""],["Get the current subject's contract corresponding to 'admin_province_contract' group of ruler's government",""],["Get the current level for 'admin_province_contract' obligation from contract group of ruler's government",""],["The aptitude of the provided court position type for the scoped character.",""],["Raw aptitude score of the provided court position type for the scoped character.",""],["Get the Tax Slot of which this character is assigned to pay into",""],["Get the betrothed of the scoped character",""],["Get capital barony title ( realm capital ) of scoped character",""],["Get de jure liege title of the capital county ( realm capital ) of the scoped character",""],["Get capital province of scoped character",""],["Get commanding army of scoped character",""],["Get concubinist of the scoped character",""],["Scope to the character's confederation",""],["Get council owner of scoped character, or null character if they are not a councillor",""],["Scope to the active task of the scoped councillor",""],["Scope to the active task target of the scoped councillor",""],["Get the court owner of the scoped character",""],["The character currently employed in a specific court position.",""],["Scope to the councillor of the given type, ex. scope:cp_steward",""],["Get the character's current travel plan",""],["Reference a previous set dead character variable via its name eg: dead_var:mortal_enemy",""],["Get the province which the 'default' location a character should be at when not traveling. (considers imprisonment and other things.)",""],["Get the designated diarch of a ruler",""],["Get designated heir of scoped character",""],["Get the active diarch of a ruler",""],["Get the next character in the diarchy line of successon",""],["Get the domicile of the scoped character. Returns empty scope if no domicile.",""],["Get employer of scoped character",""],["Get father of the scoped character",""],["Get great holy war beneficiary of scoped character",""],["Get the home court owner of the scoped hostage. Returns empty scope if the character is not a hostage",""],["Get current host of the scoped character",""],["Get imprisoner of scoped character",""],["Get the current inspiration of the scoped character, may not exist if they have no inspiration",""],["Get the intent target of scoped character",""],["Get involved activity of scoped character",""],["Get joined faction of scoped character",""],["Get the scoped characters killer",""],["Get knight army of scoped character",""],["Get last played character of the currently scoped player character",""],["Get the liege of the scoped character",""],["Get the liege of the scoped character, if non then get court owner",""],["Get matchmaker of the scoped character",""],["Get mother of the scoped character",""],["Get the obedience target of the scoped character",""],["Get the overlord (suzerain or liege) of the scoped character",""],["Get player heir of scoped character",""],["Get the assumed father of the scoped characters unborn baby",""],["Get the real father of the scoped characters unborn baby",""],["Get primary heir of scoped character",""],["Get the primary partner ( consort ) of the scoped character",""],["Get the primary spouse of the scoped character",""],["Get primary title of scoped character",""],["Get the promoted legend of this character",""],["Get the real father of the scoped character",""],["Get the real mother of the scoped character",""],["Get realm priest of scoped character",""],["Get secret faith of scoped character",""],["Get the suzerain of the scoped character",""],["Get the Tax Slot of which this character is the Tax Collector",""],["Get the top liege of the scoped character",""],["Get the top overlord (suzerain or liege) of the scoped character",""],["Get the scope of the situation_participant_group that the scoped character is part of for the named situation, for the top sub-region.",""],["Get the top suzerain of the scoped character",""],["Get the Tax Collector of this Character",""],["Get the warden of the scoped hostage. Returns empty scope if the character is not a hostage",""],["Get the Character who funded this Contribution, if it has been funded",""],["Get the Great Project to which this Contribution is connected",""],["Get capital vassal title of scoped title",""],["Get current heir to scoped title",""],["Get de facto liege title of scoped title",""],["Get de jure liege title of scoped title",""],["Get holder of scoped title",""],["Get current lessee of scoped title",""],["Get lessee title of scoped landed title",""],["Get previous holder of scoped landed title",""],["Get the state faith of a scoped title",""],["Get preferred capital county of scoped title",""],["Get the domicile associated with the scoped title. Might not exist.",""],["Get province of scoped landed title",""],["Get the province this epidemic outbreak started in",""],["Get patron of scoped holy order",""],["Get leader of scoped holy order",""],["Get the character who currently controls the regiment",""],["Get title regiment's owning title",""],["Get regiment's owner",""],["Get title regiment's owning title",""],["Get regiment's station province",""],["Get host character of the scoped activity",""],["Get current location of the scoped activity",""],["From the situation participant group, get the situation it belongs to.",""],["From the situation participant group, get the situation sub-region it belongs to.",""],["Get war of scoped casus belli",""],["Scope to the house's confederation",""],["Get dynasty of the given house",""],["Get house founder of the scoped house",""],["Get house head of the scoped character",""],["Get last house head of scoped house",""],["Get the current province of the travel plan.",""],["Get the province from which this travel plan started.",""],["Get the final (last) destination province of the travel plan.",""],["Get the next destination province of the travel plan. If you are at a destination province, it will be the one after that one.",""],["Get the next province the travel plan is going to.",""],["Get the Travel Leader of the scoped travel plan",""],["Activity associated with the scoped travel plan. (may be empty)",""],["Get the owner of the scoped travel plan",""],["Get the character of scoped agent slot",""],["Get attacker side of scoped combat",""],["Get defender side of scoped combat",""],["Get war of scoped combat",""],["Get founder of scoped faith",""],["Get great holy war of scoped faith",""],["Get religious head of scoped faith",""],["Get landed title belonging to the religious head of the scoped faith",""],["Get designated winner of scoped great holy war",""],["Get target character of scoped great holy war",""],["Get target landed title of scoped great holy war",""],["Get the title recipient of scoped great holy war",""],["Get great holy war from scoped war",""],["Get declarer of scoped great holy war",""],["Get the Tax Collector of this Tax Slot",""],["Get the Liege of this Tax Slot",""],["Get the owner of a character memory",""],["Get the participant of a given tag from a memory",""],["Get current culture of the scoped domicile. Doesn't exist if the domcile type doesn't use culture.",""],["Get current faith of the scoped domicile. Doesn't exist if the domcile type doesn't use faith.",""],["Get current location of the scoped domicile",""],["Get the owner of scoped domicile.",""],["Get commander of scoped army",""],["Get owner of scoped army",""],["Get combat side that army is involved in",""],["Gets the trait that this epidemic will spread",""],["Get the Character who founded the Great Project. Keep in mind they may be dead. Should never be empty.",""],["Get the Province where this Great Project is located, if any",""],["Get the Character who currently owns the Great Project. Currently it is computed as the top liege of the holder of the project Location. Should never be empty.",""],["Get province owner of scoped province",""],["Get casus belli of scoped war",""],["Get the character who owns the inspiration",""],["Get the character who is sponsoring the inspiration, may not exist if there is no sponsor yet",""],["Get the type of a given contract obligation",""],["Get the type of a given contract obligation",""],["Get the scheme scheme associated with the task contract (if there is one).",""],["Get the task contract destination, null if unused.",""],["Get the task contract employer.",""],["Get the task contract location.",""],["Get the task contract taker, null until taken.",""],["Get the task contract target, null if unused.",""],["Get the Acclaimed Knight of given Accolade",""],["Get the Owner of given Accolade",""],["Get the Successor of given Accolade",""],["Get the founder Culture of given Accolade",""],["Get the founder Dynasty of given Accolade",""],["Get the founder Faith of given Accolade",""],["Get the founder House of given Accolade",""],["Get the initial Accolade Type of given Accolade",""],["Get de jure barony title of scoped title or province",""],["Get barony controller of scoped province or barony title",""],["Get de jure county title of scoped title or province",""],["Get county controller of scoped province or barony/county title",""],["Get de jure duchy title of scoped title or province",""],["Get de jure empire title of scoped title or province",""],["Get de jure hegemony title of scoped title or province",""],["Get de jure kingdom title of scoped title or province",""],["Get combat of scoped combat side",""],["Get enemy ( opposite ) combat side of scoped side",""],["Get commander of scoped combat side",""],["Get primary participant of scoped combat side",""],["Get the situation's center province, manually set with set_situation_center_province.\"\n\"Note that it will return an invalid/null province if not set explicitly before using this link.\"\n\"Example: scope:situation.situation_center_province.county = primary_title",""],["Get the scope of the first situation_participant_group with the given name on the scoped situation (for top sub-region).\nsituation_participant_group:group_name = { ... }",""],["Get the scope of the situation sub-region with a given key.\nExample: situation_sub_region:west_region = { ... }",""],["Get the participating character with the most barter goods in the scoped situation.",""],["Get the participating character with the most gold in the scoped situation.",""],["Get the participating character with the most herd in the scoped situation.",""],["Get the scope of the situation_participant_group that given character is part of on the scoped situation, for the top sub-region.",""],["Get the participating character with the most provisions in the scoped situation.",""],["Get the situation top sub-region with geographical, county and province info.",""],["Get dynasty head ( dynast ) of scoped character",""],["Get the founder of the scoped dynasty",""],["Get leader of scoped mercenary company",""],["Get the scope of the situation_participant_group that given character is part of for the scoped situation sub-region.",""],["Get the scope of the situation_participant_group with the given name on the scoped situation sub-region",""],["Get artifact of scoped scheme",""],["Get defender of scoped scheme",""],["Get owner of scoped scheme",""],["Get target character of scoped scheme. Null if the target type is not a character.",""],["Get target culture of scoped scheme. Null if the target type is not a culture.",""],["Get target faith of scoped scheme. Null if the target type is not a faith.",""],["Get target title of scoped scheme. Null if the target type is not a title.",""],["Get the task contract associated to the scheme (if any).",""],["Get claimant of scoped casus belli or war",""],["Get primary attacker of scoped casus belli or war",""],["Get primary defender of scoped casus belli or war",""],["Get the current or last owner of this legend",""],["Get the owner of this legend",""],["Get the scope of the property with the given name on the scoped legend",""],["Get the protagonist character of this legend",""],["Calculates what faith is the biggest in the culture based on # of counties. Be aware that this is an *expensive* calculation. In a tie, definition order breaks the tie",""],["Calculates what religion is the biggest in the culture based on # of counties. Be aware that this is an *expensive* calculation. In a tie, definition order breaks the tie",""],["Get culture head of scoped culture",""],["Get owner of scoped secret",""],["Get target character of scoped secret",""],["Get age of scoped artifact",""],["Get owner of scoped artifact",""],["Get creator of scoped artifact",""],["Get the previous owner of the scoped activity",""],["Get the 2 previous owner of the scoped activity",""],["Get the 3 previous owner of the scoped activity",""],["Directly scope to a specific decision type by its key",""],["Get province of scoped army, character or combat",""],["Scope to the councillor in a council task",""],["Get leader of scoped faction",""],["Get target character of scoped faction",""],["Get war of scoped faction",""],["Get special character of scoped faction",""],["Get special landed title of scoped faction",""],["Scope to the confederation's leading dynasty house",""],["Get owner of scoped story",""],["actor\nactivity\nrecipient\ntarget\nowner\nscheme\nagent\ncombat\ncombat_side\ncombat_enemy_side\nduel_target\nchild\nmother\nfather\nreal_father\nis_bastard\nfirst\nsecond\nattacker\ndefender\nattackers\ndefenders\nwar\ninvalidated_by_script\nkiller\nstory\nsecondary_actor\nsecondary_recipient\nmatrilineal\ndiscoverer\nlanded_title\ntitle\nfriendly_commander\nenemy_commander\nfriendly_battle_owner\nenemy_battle_owner\nprovince\nprovinces\nvictory\nimprisoner\nhostage\nwarden\nhome_court\nnone\ntarget_titles\nsecret_exposer\nblackmailer\ngift\nhook\nclaimant\nholder\nholding\ncounty\nbarony\ncouncillor\ncouncillor_liege\nnew_councillor\nswapped_position\nliege\nold_liege\ncourtier\nhost\nguest\ncharacters\ngold_paid\ngold_received\nvassal\nfaction\ntarget_character\nnew_title\nprevious_title\narmy\nold_location\nnew_location\nold_employer\nnew_employer\nprevious_controller\noccupied_baronies\nduel_value\nfaction_member\nselected_doctrines\ncb_prestige_factor\nold_faith\nnew_faith\nfaith\nage\narmy_owner\nlessee\nruler\nvalue\ngreat_holy_war\nname_character_target\nbase\nreplacement\nnew_holy_order\ncouncil_task\npatron\nleader\ncandidate\nholder_candidate\nprevious_holder\nprevious_defender\nnum_missing\nquarter\nopinion_of_liege\nexposed\ncommanders\nknights\nis_child_of_concubine\nconcubine\ncharacter\ncourt_physician\nculture\nold_culture\nother_culture\ntraits\nspecial\ndangerous\nsecret_owner\nsecret_target\nmass_action\nspouse\nnew_holder\nraider\nwipe\ntext_target\nscript\nreason\ndeath\ntimeout\nconquest\nconquest_holy_war\nconquest_claim\nconquest_populist\nappointment\ninheritance\nabdication\ndestroyed\ncreated\nusurped\ngranted\nrevoked\nelection\nindependency\nreturned\nleased_out\nlease_revoked\nfaction_demand\nswear_fealty\ntransfer_type\nfemale\nally\nruler_designer\ncurrent_weight\nweight_for_portrait\nprowess\nfounder\ntradition\nnew_culture\nold_owner\nai_honor\nai_greed\nai_rationality\nai_energy\nai_boldness\nai_zeal\nai_vengefulness\nai_compassion\nai_sociability\ngovernment\nold_government\nhighest_held_title_tier\nold_value\nnew_value\nartifact\ninspiration\nnew_inspiration\ninspiration_sponsor\ninspiration_owner\nwill_override_government\nemployee\npercent_of_monthly_gold_income\npercent_of_positive_monthly_prestige_balance\npercent_of_positive_monthly_piety_balance\npercent_of_monthly_gold_income_all_positions\npercent_of_positive_monthly_prestige_balance_all_positions\npercent_of_positive_monthly_piety_balance_all_positions\nfiring_court_position\nhighest_available_aptitude\nemployee_aptitude\nmonthly_character_expenses\nbase_value\nmy_language_counties\ntheir_language_counties\ntotal_counties\nchecking_native_language\ncourts_with_language\nreplacing\nold_primary\nquality\nwealth\nmover\ndestination\nstruggle\nnew_memory\ntravel_plan\ntravel_plan_owner\ndanger_value\ntravel_speed\ntravel_safety\ntravel_time\nspeed_aptitude\nsafety_aptitude\ngrand_wedding_promise\nspecial_option\nhighest_future_danger_value\nnew_owner\nnew_acclaimed_knight\nold_acclaimed_knight\nintermediary\nprevious_province\nold_diarch\nregular\ndepose\ninvalid\nformer_designated_diarch\nscore\ntravel_options\naccolade_type\nnew_accolade_type\nminimal_travel_time\nestimated_arrival_diff_days\nspecial_guests\nyear_of_birth\nglory\npositive\nplayer\nold_travel_leader\nchanged_obligations\nnew_successor\nold_successor\ntax_slot\ndread\nactivity_intent\naccolade\nnew_diarchy\nold_dynasty\nactive_obligation\ntax_collector\nobligation\nnum_slots_with_obligation\nis_current_obligation\nnum_vassal_slots\nold_capital\ndynasty\nhouse\nother_house\nhouse_1\nhouse_2\nhouse_relation\nnum_relations\nhas_slot_with_obligation\nfiring\nepidemic\nepidemic_type\nlegend\nnum_legends\ncreator\nprotagonist\ncan_afford_current_level\nagent_slot\ncontract_type\ncontract\nemployer\ntarget_title\ncasus_belli_type\nhas_hostages\nplayer_heir\ninteresting_destiny_character\nhard_difficulty_destiny_character\nfavorite_destiny_character\nprevious_player_character\nprevious_player_heir\npredecessor\nheir\ntop_liege\nchanged_top_liege\nstepped_down\nappointment_succession\nwas_kurultai\nkurultai_members\nobedient_kurultai\ndisobedient_kurultai\nmain_destiny_types\nrandom_destiny_types\ndestiny_type_flag\nmigration\ninvolved_characters\nsubject\ntributary\nsuzerain\noverlord\nsituation\nsituation_sub_region\nsituation_participant_group\nraid_loot\noffensive\ncourt_position_type\nconfederation\nnew_confederation\ndomain\ndomain_fertility\ntarget_fertility\ndefender_power\ngreat_project\ngreat_project_contribution\ninnovation\ndoing\ninnovation_travel_countdown\ngreat_projects\nlandless_adventurer\nlandless_noble_family\nappointment_trait_override\ntitle_tier_rank\nbarterer\nbarter_loot\nbloc\ngame_tutorial_index\nrecent_appointment_cooldown\npersonal_maa_maintenance\ntitle_maa_maintenance\npersonal_maa_cap\ntitle_maa_cap\ncan_afford_personal_maa\nhas_personal_maa_space",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["Extra info: Doesn't affect portraits. Note that you can get some odd results when using negative values for people with negate_prowess_penalty_add",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["accept a characters invitation to the activity",""],["completes the activity, complete_activity = yes ends the activity and runs the on_complete effect, complete_activity = no ends the activity without running the effect",""],["decline a characters invitation to the activity",""],["Iterate through all characters who declined an activity invite to a specific activity","every_activity_declined = { limit = { <triggers> } <effects> }"],["Iterate through all characters who have unanswered invites to a specific activity","every_activity_invited = { limit = { <triggers> } <effects> }"],["Iterate through all participants in an activity","every_participant = { limit = { <triggers> } <effects> }"],["invite a character to the activity",""],["Moves activity and all members to given location","move_activity = scope:province"],["Iterate through all characters who declined an activity invite to a specific activity","ordered_activity_declined = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters who have unanswered invites to a specific activity","ordered_activity_invited = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all participants in an activity","ordered_participant = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters who declined an activity invite to a specific activity","random_activity_declined = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters who have unanswered invites to a specific activity","random_activity_invited = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all participants in an activity","random_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["ends the combat as the losing side (doesn't end the combat if evaluated to false)",""],["ends the combat as the winning side (doesn't end the combat if evaluated to false)",""],["Add building slot to the province",""],["spawns an activity, spawn_activity = { owner = X type = Y days/months/years = Z }, Z is expiration time can be a value or an inclusive \"{A B}\" interval from which the value will be picked",""],["Iterate through all agents in the scheme","every_scheme_agent = { limit = { <triggers> } <effects> }"],["Iterate through all agents in the scheme","ordered_scheme_agent = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all agents in the scheme","random_scheme_agent = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["scheme_freeze_days = X freezes the scheme for X days (0 unfreezes the scheme)",""],["Specific Artifact effects intended for use with newly created artifacts. These are hidden from tooltip, with no description generated whatsoever!",""],["Adds a character as an agent to the scheme",""],["Iterate through all titles the scoped character is heir to","every_heir_to_title = { limit = { <triggers> } <effects> }"],["Adds a character as an agent to the scheme and forces them to stay","{\nscheme = target_Scheme\ndays/months/years = duration\n}"],["Iterate through all titles the scoped character is heir to","ordered_heir_to_title = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all titles the scoped character is heir to","random_heir_to_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Recruits the target to become a courtier. Example scope:liege = { recruit_courtier = scope:new_courtier }",""],["Compare the scoped value instead of scoping into it.","var:variable_name = { compare_value < 4 }\nvar:variable_name.compare_value < {value = var:other_variable add = 5}"],["Iterate through all agents in the scheme","any_scheme_agent = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Monthly scheme progress in % (i.e. 50 equals 50%)",""],["The number of agents in a scheme",""],["Scheme power",""],["Scheme power minus scheme resistance",""],["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 resistance",""],["How much county control is the county gaining each month?",""],["What's the multiplier to the control gain rate? E.g., if there's just a +20% modifier, this would return 1.2",""],["Does the barony have a holy site with the given flag?","has_holy_site_flag = some_flag"],["Iterate through all titles the scoped character is heir to","any_heir_to_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Can the character join activities?",""],["Does the character have disabled non-aggression pacts with the target?",""],["Does the character have a non-aggression pact with the target?",""],["Does the character have the non-interference reason towards the target?",""],["Is the character in an activity of the specified type?",""],["Is the character in the same activity?",""],["Checks whether the character is currently in, or has joined an activity",""],["Is the scope character participating in the target activity?",""],["Is the scope character suitable as an agent for the target scheme?",""],["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.\ncalc_missing_unique_ancestors > 10"],["Checks whether the scope character is the owner of any currently active activity",""],["Has the scoped character's contract been blocked from modification by script via 'set_vassal_contract_modification_blocked'?",""],["Does the faith control a holy site with the given flag? controls_holy_site_with_flag = some flag",""],["Is the activity activated?",""],["Iterate through all characters who declined an activity invite to a specific activity","any_activity_declined = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters who have unanswered invites to a specific activity","any_activity_invited = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all participants in an activity","any_participant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Is the target character participating in the scoped activity?",""],["The number of activity participants (including the owner)",""],["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\n\nAn interface trigger, can only be used in specific places"],["","An interface trigger, can only be used in specific places"],["Usable in culture, landed title, character and province scopes.",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""]]}
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{"version":1,"gameId":"ck3","prose":[["Saves a temporary target for use during the trigger execution\nThis is used to build lists in triggers.\nIf 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.\nIn 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).","This is used to build lists in triggers.\nIf 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.\nIn 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)."],["true if all children are false (equivalent to NOR)",""],["checks if the assigned yes/no value is true\nalways = no # always fails\nalways = scope:a_boolean_value # evaluated at runtime","always = yes # always succeeds"],["all inside trigger must be true",""],["Iterate through every accolade_type in the database","any_accolade_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all dynasties with dynasty head. Deprecated - use 'every/any/random dynasty with the optional parameter instead.","any_active_dynasty = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all activities in the world","any_activity = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every activity_type in the database","any_activity_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all existing artifacts","any_artifact = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all baronies in the game","any_barony = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every casus_belli_type in the database","any_casus_belli_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters with a royal court","any_character_with_royal_court = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets all legends in the world that have been completed","any_completed_legend = { <count=num/all> / <percent=fixed_point> <triggers> }"],["List all confederations","any_confederation = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every confederation_type in the database","any_confederation_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties in the game","any_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties in the region. Put 'region = region_name' inside it","any_county_in_region = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every court_position_type in the database","any_court_position_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all cultures in the game","any_culture_global = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every culture_innovation in the database","any_culture_innovation = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every culture_pillar in the database","any_culture_pillar = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every culture_tradition in the database","any_culture_tradition = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every decision in the database","any_decision = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every doctrine in the database","any_doctrine = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all domiciles","any_domicile = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all duchies in the game","any_duchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all dynasties. Use 'include_inactive = yes' to explicitly include inactive (without dynasty head) Dynasties.","any_dynasty = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all empires in the game","any_empire = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets all epidemics in the world","any_epidemic = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every epidemic_type in the database","any_epidemic_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["true if any child is false (equivalent to NAND)",""],["Iterate through every geographical_region in the database","any_geographical_region = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every government_type in the database","any_government_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all active Great Projects.","any_great_project = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every great_project_type in the database","any_great_project_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all hegemonies in the game","any_hegemony = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every holding_type in the database","any_holding_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every house_aspiration in the database","any_house_aspiration = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every house_relation_level in the database","any_house_relation_level = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every house_relation_type in the database","any_house_relation_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties that are important for at least some title","any_important_location = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all items in global list. list = name or variable = name","any_in_global_list = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all items in list. list = name or variable = name","any_in_list = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all items in local list. list = name or variable = name","any_in_local_list = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Independent rulers list with a COUNT tier or above who hold land","any_independent_ruler = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all inspirations in the world","any_inspiration = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters with an inspirations in the world","any_inspired_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all titles that are interested in any county","any_interested_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all kingdoms in the game","any_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets all legends in the world that have not been completed","any_legend = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every legend_type in the database","any_legend_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all living characters","any_living_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all mercenary companies","any_mercenary_company = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all open invite activities in the world","any_open_invite_activity = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all player characters","any_player = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters in the pool of the given province","any_pool_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all provinces (skips non-land and impassable provinces)","any_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all religions in the game","any_religion_global = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Rulers list with a COUNT tier o above.\nCan optionally filter by:\n* government:\tgovernment_type_filter = government_type:mandala_government (accepts saved scopes)\n* faith:\t\tfaith_filter = faith:catholic (accepts saved scopes)\n* culture:\t\tculture_filter = culture:greek (accepts saved scopes)\n* tier:\t\t\ttier_filter = kingdom (use county/duchy/kingdom/empire/hegemony, without tier_prefix. baronies are not supported)\n* independent:\tonly_independent = yes (if unspecified or set to 'no' vassals will be included in the list)","any_ruler = {\n\tgovernment_type = government_type:feudal_government\n\tonly_independent = yes\n\ttier = duchy\n\n\tlimit = {}\n\n\tyour effect...\n}\nany_ruler = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all provinces with a special building slot (built or un-built)","any_special_building_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets all available and accepted task contracts.\nOptionally specify a contract type filter\nany_task_contract = { <count=num/all> / <percent=fixed_point> <triggers> }","any_task_contract = { task_contract_type = laamp_raid_contract }"],["Iterate through every task_contract_type in the database","any_task_contract_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through every trait in the database","any_trait = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all traits in a given category\nany_trait_in_category = { <count=num/all> / <percent=fixed_point> <triggers> }","any_trait_in_category = { category = fame/health/etc }"],["Iterate through every vassal_contract in the database","any_vassal_contract = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Conditionally cause an assert during run time","assert_if = { limit = { X } text = Y }, where X is a trigger and Y is an optional string"],["Conditionally cause an assert during read time","assert_read = X, where X is yes or the string to be printed in the assert"],["Returns true if the specified number of sub-triggers return true","calc_true_if = { amount = 2 <trigger> <trigger> <trigger> }"],["Can the specified tutorial lesson be started?\nAn interface trigger, can only be used in specific places","can_start_tutorial_lesson = reactive_advice_succession"],["Compare the current computer date.\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Compare the current computer day.\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Compare the current computer month.\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Compare the current computer year.\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Compare the current ingame date.",""],["Compare the current ingame day [1, 31]",""],["Compare the current ingame month [1..12]",""],["What is number of tooltips open rigth now?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Compare the current ingame year",""],["Wraps triggers that get a custom description instead of the auto-generated one","custom_description = {\n\ttext = <trigger_localization_key>\n\tsubject = <optional subject scope> #defaults to current scope\n\tobject = <optional object scope>\n\tvalue = <optional script value>\n\t... triggers ...\n}"],["Replaces the tooltips for the enclosed triggers with a custom text","custom_tooltip = {\n\ttext = <text>\n\tsubject = <scope> (optional)\n\t<trigger>\n}"],["Log whether the parent trigger succeeded or failed",""],["Log whether the parent trigger succeeded or failed. Log which children succeeded or failed",""],["Checks if the game is in debug mode or not.",""],["Checks whether the specified scope target exists (check for not being the null object)","exists = from.owner.var:cool_var.mother"],["Compare the date of the bookmarked game launched.",""],["Checks the size of a variable list\nWhere X is the name of the variable\nWhere Y is a script value or number","variable_list_size = { name = X target >= Y }"],["Checks whether the current scope has all of the specified variables set","has_all_variables = {\n\tname = variable_name1\n\tname = variable_name2\n\tname = variable_name3\n}"],["Does the host have this DLC",""],["Does the host have DLC that enables this particular feature",""],["Is the given game rule setting enabled?","has_game_rule = faster_conversion"],["Checks whether the current scope has the specified variable set","has_global_variable = name"],["Checks whether the current scope has the specified variable list set","has_variable_list = name"],["Has the local player opened a court event in the royal court view?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Has the local player seen the unopened court event(s) waiting in the royal court view?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Has the local player an unopened court event waiting in the royal court view?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Checks whether the current scope has the specified variable set","has_local_variable = name"],["Checks whether the current scope has the specified variable list set","has_variable_list = name"],["Checks if the current map mode is the specified one\nAn interface trigger, can only be used in specific places","has_map_mode = realms"],["Does the game have at least two players currently connected?",""],["Checks whether the current scope has none of the specified variables set","has_none_of_variables = {\n\tname = variable_name1\n\tname = variable_name2\n\tname = variable_name3\n}"],["Does the player have a reward item\nAn interface trigger, can only be used in specific places",""],["Checks whether the current scope has any of the specified variables set\nhas_variable = {\nname = variable_name1\nname = variable_name2\nname = variable_name3\n}","has_variable = variable_name"],["Checks whether the current scope has the specified variable list set","has_variable_list = name"],["Does the scoped vassal character have the given vassal stance","has_vassal_stance = glory_hound"],["Is there a war result message with the specified outcome?\nAn interface trigger, can only be used in specific places","has_war_result_message_with_outcome = victory/defeat/white_peace/invalidated/any"],["Is the nickname bad?",""],["is the specified front end character selected (also can be used with \"= yes\" and \"= no\")?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["is the specified in-game view open?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Is the gamestate tutorial active? See save_progress_in_gamestate in tutorial_lesson_chains documentation.\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Checks if a target in in a list",""],["Is the mercenary company within the hiring range of the target character.","is_mercenary_in_hire_range = scope:character"],["is the player playing a character?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Was the target character the preferred heir of the scoped character","was_preferred_heir = scope:character"],["Checks whether the specified scope target has been set (includes being the null object)","is_set = from.owner.var:cool_var.mother"],["Checks if a target is in a variable list\nWhere X is the name of the variable\nWhere Y is an event target","is_target_in_variable_list = { name = X target = Y }"],["Checks if a target is in a variable list\nWhere X is the name of the variable\nWhere Y is an event target","is_target_in_variable_list = { name = X target = Y }"],["Checks if a target is in a variable list\nWhere X is the name of the variable\nWhere Y is an event target","is_target_in_variable_list = { name = X target = Y }"],["Checks if any currently existing landed title uses the specified custom localization name key.","is_custom_title_name_key_used = my_title_localization_key"],["is the tooltip with the specified name open?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Is the tutorial active?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Is this the current tutorial lesson?\nAn interface trigger, can only be used in specific places","is_tutorial_lesson_active = reactive_advice_succession"],["Has the tutorial lesson chain with the specified key been finished?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["has the tutorial lesson with the specified name been finished?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Has the tutorial lesson step been finished?\nAn interface trigger, can only be used in specific places","is_tutorial_lesson_step_completed = lesson_key:step_key"],["is the war overview open at a specified tab (victory, defeat, white_peace)?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Is the widget with the specified `widgetid` open (visible and not animating)?\nThe fastest and safest way to check. (replaces old `is_widget_open` functionality, which operated on names.)\nAn interface trigger, can only be used in specific places",""],["Checks the size of a list\nWhere X is the name of the list\nWhere Y is a script value","list_size = { name = X value >= Y }"],["Checks the size of a variable list\nWhere X is the name of the variable\nWhere Y is a script value or number","variable_list_size = { name = X target >= Y }"],["Does the scoped character meet the legitimacy expectations of the target AI vassal","meets_legitimacy_expectation_of = scope:some_vassal"],["How many months it has been since the start of the game","months_from_game_start > 5"],["a negated AND trigger",""],["a negated OR trigger",""],["negates content of trigger",""],["at least one entry inside trigger must be true",""],["How many perks does this lifestyle have?",""],["How many perks does this lifestyle have?",""],["How many perks does this lifestyle have?",""],["How many perks does this lifestyle have?",""],["How many perks does this lifestyle have?",""],["How many perks does this lifestyle have?",""],["Checks if the game is in release mode or not.",""],["Saves the scoped character's opinion of the target character as an arbitrarily-named target to be referenced later in the in the same trigger","save_temporary_opinion_value_as = { name = <string> target = x"],["Saves a temporary target for use during the trigger execution",""],["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 }"],["Checks if the game is currently running scripted tests.",""],["can disturbing portrait modifiers be shown?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["can nudity be shown?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Switch on a trigger for the evaluation of another trigger with an optional fallback trigger.","switch = {\n\ttrigger = simple_assign_trigger\n\tcase_1 = { <triggers> }\n\tcase_2 = { <triggers> }\n\tcase_n = { <triggers> }\n\tfallback = { <triggers> }"],["Check if the current date is within the bounds\nDates are formatted as \"<month>.<day>\" or just \"<month>\".\nThe check includes the min and max dates.\nmin can be larger than max, in this case we wrap around to the next year (i.e., February is between October and March).","time_of_year = {\n min = 11.1 # default: beginning of year\n max = 2.29 # default: end of year\n}"],["Evaluates the triggers if the display_triggers of preceding 'trigger_if' or 'trigger_else_if' is not mettrigger_if = { limit = { <display_triggers> } <triggers> }","trigger_else = { <triggers> }"],["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 mettrigger_if = { limit = { <display_triggers> } <triggers> }","trigger_else_if = { limit = { <display_triggers> } <triggers> }"],["Evaluates the triggers if the display_triggers of the limit are met","trigger_if = { limit = { <display_triggers> } <triggers> }"],["Checks the size of a variable list\nWhere X is the name of the variable\nWhere Y is a script value or number","variable_list_size = { name = X target >= Y }"],["Was the target character the preferred heir of the scoped character","was_preferred_heir = scope:character"],["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> } }"],["How many years it has been since the start of the game","years_from_game_start > 5"],["Get character age: scope:character = { age > 16 }",""],["AI boldness",""],["AI compassion",""],["The AI's diplomatic view of the target character","ai_diplomacy_stance = {\n target = target_character\n stance = neutral/threat/enemy/friend\n}"],["AI energy",""],["AI greed",""],["AI honor",""],["AI rationality",""],["AI sociability",""],["target = other character value >/</= sum of differences in ai values","target = other character value >/</= sum of differences in ai values"],["AI vengefulness",""],["Compares the scope character's base willingness to make the contribution specified\nscope:my_char.contribution_ai_will_do( scope:great_project_contribution ) > 25",""],["AI zeal",""],["check if all the scoped characters court artifact slots are empty or full",""],["check if all the scoped characters inventory artifact slots are empty or full",""],["Can the scope owner have concubines?",""],["Can the scope owner have more concubines?",""],["Can the scope owner have more spouses?",""],["Compares the scoped character's amenity level in the given type to the given value\namenity_level:court_lodging_standards > 1","amenity_level = {\n\ttarget = food\n\tvalue >= 5\n}"],["Iterate through all acclaimed knights employed by a given character","any_acclaimed_knight = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all Accolades of a given liege character's Acclaimed Knights","any_accolade = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all active Accolades of a given liege character's Acclaimed Knights\nOptionally specify an accolade parameter filter\nany_active_accolade = { <count=num/all> / <percent=fixed_point> <triggers> }","any_active_accolade = { accolade_parameter = accolade_organize_army_bonus }"],["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> }"],["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> }"],["Iterate through all allies","any_ally = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all the ancestors of the scope character up to 5 generations","any_ancestor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all armies","any_army = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all task contracts of location of root province","any_available_task_contract = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets all accepted task contracts of the root character\nOptionally specify a contract type filter\nany_character_active_contract = { <count=num/all> / <percent=fixed_point> <triggers> }","any_character_active_contract = { task_contract_type = laamp_raid_contract }"],["Iterate through all artifacts in a given characters inventory","any_character_artifact = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets epidemics affecting the scoped character","any_character_epidemic = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all situations that a character is participating in","any_character_situation = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all struggles that character is involved in. Optional: Narrow down the involvement status *_chracter_struggle = { involvement = involved | interloper }","any_character_struggle = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets all task contracts of the scoped character\nOptionally specify a contract type filter\nany_character_task_contract = { <count=num/all> / <percent=fixed_point> <triggers> }","any_character_task_contract = { task_contract_type = laamp_raid_contract }"],["Scopes from a character to a neighboring county (incl. across water, looking trough the de Jure lieges)","any_character_to_title_neighboring_and_across_water_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a character to a neighboring duchy (incl. across water, looking trough the de Jure lieges)","any_character_to_title_neighboring_and_across_water_duchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a character to a neighboring empire (incl. across water, looking trough the de Jure lieges)","any_character_to_title_neighboring_and_across_water_empire = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a character to a neighboring kingdom (incl. across water, looking trough the de Jure lieges)","any_character_to_title_neighboring_and_across_water_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a character to a neighboring county (looking trough the de Jure lieges)","any_character_to_title_neighboring_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a character to a neighboring duchy (looking trough the de Jure lieges)","any_character_to_title_neighboring_duchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a character to a neighboring empire (looking trough the de Jure lieges)","any_character_to_title_neighboring_empire = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a character to a neighboring kingdom (looking trough the de Jure lieges)","any_character_to_title_neighboring_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all traits a character has","any_character_trait = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Wars of the scoped character","any_character_war = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all children","any_child = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all claimed artifacts of the scoped character","any_claimed_artifact = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all the close family [father, mother, siblings, children, grandparents]","any_close_family_member = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all concubines","any_concubine = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all consorts (concubines and spouses)","any_consort = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all contact characters of the root character","any_contact = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all councillors","any_councillor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all valid candidates for a court position type.\n*_court_position_candidate = {\nOR\ncourt_position = scope:my_scoped_court_position_type\n...\n}\nany_court_position_candidate = { <count=num/all> / <percent=fixed_point> <triggers> }","court_position = bodyguard_court_position"],["Iterates through all characters that employ the scoped character in any court position.","any_court_position_employer = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterates through all characters employed by the scoped character in the target court position.","any_court_position_holder = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all courtiers","any_courtier = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all courtiers that are away","any_courtier_away = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all courtiers and guests (pool and foreign court guests)","any_courtier_or_guest = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all de jure claims for a character","any_de_jure_claim = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all character in the diarchy line of succession.If there's no active diarchy or active one doesn't have succession,it iterates over regency candidates","any_diarchy_succession_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all diplomacy-based councillors","any_diplomacy_councillor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all directly owned provinces","any_directly_owned_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all titles the scoped character can vote on","any_election_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all equipped artifacts in a given characters inventory","any_equipped_character_artifact = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all the extended family [uncles/aunts, nephew/niece, cousins]","any_extended_family_member = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all former concubines. Not persisted past death","any_former_concubine = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all former concubinists. Not persisted past death","any_former_concubinist = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all former spouses","any_former_spouse = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all councillors that are not related to a skill","any_general_councillor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all grand-parents of the scope character","any_grandparent = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all great-grand-parents of the scope character","any_great_grandparent = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Heirs of the scoped character","any_heir = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all titles the scoped character is heir to","any_heir_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all held landed titles. Optionally specify a tier filter\nany/every/ordered/random_held_title = { title_tier >= county }","any_held_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all hired mercenary companies","any_hired_mercenary = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all hostages currently abroad","any_home_court_hostage = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters this character has a hook on","any_hooked_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all intrigue-based councillors","any_intrigue_councillor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all activities a character has been invited to","any_invited_activity = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all knights","any_knight = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all secrets known by the character","any_known_secret = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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. Includes land borders extended due to tributaries.","any_land_neighboring_realm_with_tributaries = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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. Includes land borders extended due to tributaries.","any_land_neighboring_realm_with_tributaries_owner = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all learning-based councillors","any_learning_councillor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all lieges above a character (skipping the character themselves)","any_liege_or_above = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all MaA regiments","any_maa_regiment = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all martial-based councillors","any_martial_councillor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all memories of a character\nOptionally specify a memory type filter\nany_memory = { <count=num/all> / <percent=fixed_point> <triggers> }","any_memory = { memory_type = completed_rites_of_passage }"],["A sub-realm or realm bordering the scope character's realm (including across water). Returns counts and above.","any_neighboring_and_across_water_realm_owner = { <count=num/all> / <percent=fixed_point> <triggers> }"],["A sub-realm or realm bordering the scope character's realm (including across water) and has the same rank as the scope character (look for lieges of he owner of the land if necessary)","any_neighboring_and_across_water_realm_same_rank_owner = { <count=num/all> / <percent=fixed_point> <triggers> }"],["A realm with a different top liege neighboring the realm of the scope 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> }"],["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> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain (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_suzerain_realm = { <count=num/all> / <percent=fixed_point> <triggers> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain (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_suzerain_realm_owner = { <count=num/all> / <percent=fixed_point> <triggers> }"],["A sub-realm or realm bordering the scope character's realm. Returns counts and above.","any_neighboring_realm_owner = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["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. Includes land and water borders extended by including tributaries.","any_neighboring_realm_with_tributaries_owner = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["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> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain; switches to the realm's top title. Can be based on borders a day or two out of date","any_neighboring_top_suzerain_realm = { <count=num/all> / <percent=fixed_point> <triggers> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain; switches to the holder of the realm. Can be based on borders a day or two out of date","any_neighboring_top_suzerain_realm_owner = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all noble family titles in the realm of scoped character.\nIf the character is not independent this will return an empty list.","any_noble_family = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all the spouse candidates of the opposite sex of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","any_opposite_sex_spouse_candidate = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all owned stories for a character\nOptionally specify a story type filter\nany_owned_story = { <count=num/all> / <percent=fixed_point> <triggers> }","any_owned_story = { type = story_cycle_pet_cat }"],["Iterate through all (both) parents","any_parent = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all holy orders that the scoped character is a patron of","any_patroned_holy_order = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all personally claimed artifacts of the scoped character","any_personal_claimed_artifact = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through characters this player has pinned","any_pinned_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through provinces this player has pinned","any_pinned_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through titles this player has pinned","any_pinned_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through characters whose player has this character pinned","any_pinning_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters the player playing this character has played. Matches the game over legacy, except for excluding the currently played character","any_played_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through player heirs, capped at the first 10","any_player_heir = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Get all legends in a player character library.","any_player_legend_library = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all potential selectable marriage or betrohed options","any_potential_marriage_option = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all powerful families in this character's realm.\nIf the character is not independent this will return an empty list.","any_powerful_family = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through the all powerful vassals of a character","any_powerful_vassal = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all landed titles character is pretender to","any_pretender_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all primary war enemies","any_primary_war_enemy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all prisoners","any_prisoner = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all prowess-based councillors","any_prowess_councillor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all counties that are on the edge of your realm bordering a different neighboring realm.","any_realm_border_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties in the realm. Based on top liege","any_realm_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all de jure 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> }"],["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> }"],["Iterate through all realm provinces of a character","any_realm_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all the spouse candidates of the same sex of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","any_same_sex_spouse_candidate = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all schemes owned by the character\nOptionally specify a type filter\nany_scheme = { <count=num/all> / <percent=fixed_point> <triggers> }","random_scheme = { type = befriend }"],["Iterate through all secrets of the character\nOptionally specify a secret type filter\nany_secret = { <count=num/all> / <percent=fixed_point> <triggers> }","random_secret = { type = secret_lover }"],["Iterate through all siblings","any_sibling = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all sponsored inspirations","any_sponsored_inspiration = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all spouses","any_spouse = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all the spouse candidates of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","any_spouse_candidate = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all stewardship-based councillors","any_stewardship_councillor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all baronies in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","any_sub_realm_barony = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","any_sub_realm_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all duchies in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","any_sub_realm_duchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all empires in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","any_sub_realm_empire = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all kingdoms in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","any_sub_realm_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all titles in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","any_sub_realm_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all vassals and tributaries","any_subject = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all candidates supported by the scoped investor character for any title\nIt may contain people outside of investor's top realm or no longer valid for appointment","any_succession_appointment_invested_candidate = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all titles that has candidates supported by the scoped investor\nIt may contain titles outside of investor's top realm, and so invalid for appointment,\nand candidates may be already dead","any_succession_appointment_invested_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all factions targeting the scope character\nOptionally specify a faction type filter\nany_targeting_faction = { <count=num/all> / <percent=fixed_point> <triggers> }","any_targeting_faction = { faction_type = independence_faction }"],["Iterate through all schemes targeting the character","any_targeting_scheme = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all secrets that target the specified scope","any_targeting_secret = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterates through all Tax Collectors employed by the scoped character","any_tax_collector = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterates through all Vassals the scoped Character is the Tax Collector for","any_tax_collector_vassal = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterates through all Tax Slots the scoped character has","any_tax_slot = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties that are on the edge of your realm bordering a different neighboring top realm.","any_top_realm_border_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["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> }"],["Iterate through all tributaries","any_tributary = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters that have a truce on this character","any_truce_holder = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters this character has a truce on","any_truce_target = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterates through all unassigned taxpayers for scoped Character","any_unassigned_taxpayers = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all unspent secrets known by the character","any_unspent_known_secret = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all DIRECT vassals\nOptionally specify a vassal stance filter\nany_vassal = { <count=num/all> / <percent=fixed_point> <triggers> }","any_vassal = { vassal_stance = parochial }"],["Iterate through ALL vassals, not just direct vassals\nOptionally specify a vassal stance filter\nany_vassal_or_below = { <count=num/all> / <percent=fixed_point> <triggers> }","any_vassal_or_below = { vassal_stance = parochial }"],["Iterate through all direct war allies","any_war_ally = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all direct war enemies","any_war_enemy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all hostages having this warden","any_warden_hostage = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Charater's accumulated score for appointment for the target title.\nOnly investment count, and not character personality.\n\"appointment_candidate_accumulated_score(scope:title)\" >= value","appointment_candidate_accumulated_score = {\n target = scope:title\n value >= scope:fixed_point\n}"],["Charater's total score for appointment for the target title\n\"appointment_candidate_score(scope:title)\" >= value","appointment_candidate_score = {\n target = scope:title\n value >= scope:fixed_point\n}"],["Compare character's currency level required for appointment for target title\n\"scope:character.appointment_level_for_title(scope:target_title)\" > 2)\nscope:character = {\n}","appointment_level_for_title = {\n\t\ttarget = scope:target_title\n\t\tvalue > 2\n\t}"],["How many days until charcater can participate in appointment",""],["What is the scoped character's aptitude in the target court position type? aptitude = { court_position = court_position_type value >= 1 }",""],["Attraction value for the scoped character",""],["average_amenity_level >= 3\nCompares the scoped character's average amenity level to the given value, you probably never want to check for direct equality since the average will be some decimal number","Compares the scoped character's average amenity level to the given value, you probably never want to check for direct equality since the average will be some decimal number"],["does the character have the required barter goods?",""],["Base weight of the scoped character","base_weight > 10"],["Check character against task contract requirement triggers?\nscope:actor = { can_accept_task_contract = SCOPE_TASK_CONTRACT }",""],["will trying to hook the target character override the current hook? (if no current hook, always returns true)","can_add_hook = {\ntarget = <character>\ntype = <hook type>\ndays/months/year = whatever (optional; will use the duration from the type if not provided)\n}"],["Can this character pay for the current treasury enact budget costs?",""],["Can character be appointed for the target title.\nAppointment is only allowed for main administrative tier of the holder's government and above,\nand if it's top tier title for the holder",""],["can_arrive_in_time_to_activity_minimum = target_activity\nCan the scoped character arrive to the target activity in time? (only does rough but performance consideration)",""],["Is this scoped character valid to assign to target tax slot\nscope:character = { can_assign_to_tax_slot = scope:tax_slot }",""],["can the scope target be attacking the defender based on their liege-vassal relations?",""],["Can the given character potentially be the Acclaimed Knight of an Accolade?",""],["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",""],["can the scoped character be employed as target court position type?",""],["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",""],["Can the scoped character be tributary of target character",""],["Can the scoped character become owner of the provided legend?\nscope:character = {\n}","can_become_owner_of_legend = <legend>"],["Can the scoped character benefit from the main bonuses of this artifact?",""],["can the character create the faction of the specified type against the specified character?","can_create_faction = { type = X target = Y }"],["Can target character create MaA of specified type",""],["scope:owner = { can_create_task_contact = { type_name = <key> employer = <character> }\nCan create task contract with <key> type and employer(optional)","can_create_task_contact = <key>"],["Can the scoped character declare war on the defender with the specified casus bellis on the defender character for the target titles with an optional claimant. can_declare_war = { defender = X casus_belli = Y target_titles = { Z } claimant = A }",""],["Can this ruler diverge their culture? Includes checking the cost",""],["Can this ruler diverge their culture? Does not check the cost",""],["Can scoped charater embrace new culture tradition?\nscope:character = { can_embrace_tradition = scope:new_tradition }\nscope:character = {\n}","can_embrace_tradition = {\n\t\ttradition = scope:new_tradition\n\t\treplace = my_old_tradition\n\t}"],["Can the scoped character employ the target court position type and is the position vacant?",""],["Can the scoped character equip given artifact?",""],["Is the scoped character able to execute the asigned decision?",""],["Checks if the Character can fund the specified Contribution. The Contribution must be specified as scoped object.\nNotice this will check for the triggers in the Contribution, but will also check if the Contribution wasn't already funded or was locked due to the Project being started.","<scope:character> = {\n\tcan_fund_project_contribution = var:saved_contribution\n}"],["can the character have children? Only checks hard blocks from traits, not fertility","can_have_children = yes/no"],["can_host_activity = target_activity\nCan the scoped character host the target activity type",""],["Can this ruler hybridize with the target culture? Includes checking the cost",""],["Can this ruler hybridize with the target culture? Does not check the cost",""],["can_join_activity = target_activity\nCan the scoped character join the target activity",""],["Can the scope character join the faction? can_join_faction = faction","can_join_faction = faction"],["Can the scope character create if join a faction against the target?\ncan_join_or_create_faction_against = {\nwho = scope:faction_target\nfaction = faction_key # optional\ncheck_in_a_faction = no # default: yes\n}","can_join_or_create_faction_against = scope:faction_target"],["Interface trigger for checking if the scoped Nomad can raze the holding of the provided province using the Raze Holding command.\nscope:nomad = { can_nomad_raze_holding = scope:province }",""],["Checks if the given Character can start planning a Great Project with the given type somewhere in their realm.\nWill check both is_shown and can_start_planning triggers, as well as the cost required to start the project.","<scope:character> = {\n\tcan_plan_great_project = scope:great_project_type\n}"],["Checks if the given Character can start planning a Great Project with the given key in the given province. Use the key from the DB to refer to the project.\nWill fail if the planner or project type are invalid.","<scope:character> = {\n\tcan_plan_great_project_in_province = {\n\t\ttype_name = <key>\n\t\tprovince = <province>\n\t}\n}"],["can_sponsor_inspiration = inspiration\nCan the scoped character sponsor the target inspiration","Can the scoped character sponsor the target inspiration"],["can the character start the scheme?","can_start_scheme = { type = X target = Y }"],["Checks if the ruler has can_vassals_be_attacked modifier\nscope:character = {\n}","can_vassals_be_attacked = yes"],["cease_tribute_payments_ai_chance > 10\nGets the ai_chance value of the cease_tribute_payments_interaction ai_chance",""],["Does the character have a commander trait that the scope does not?",""],["Is the scoped character a realm neighbor of the target? Meaning they're independent or has the same liege, and border your realm.",""],["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",""],["What is the ratio of the scoped character's men-at-arms gold expenses, relative to their income?\nSimilar calc compared to `ai_men_at_arms_expense_gold_min` / `ai_men_at_arms_expense_gold_ideal`.\n(Relative value 0.0 - 1.0 - *, where 1.0 is all income, unraised maa costs)",""],["What is the ratio of the scoped character's men-at-arms prestige expenses, relative to their income?\nSimilar calc compared to `ai_men_at_arms_expense_prestige_min` / `ai_men_at_arms_expense_prestige_ideal`.\n(Relative value 0.0 - 1.0 - *, where 1.0 is all income, unraised maa costs)",""],["What is the ratio of the scoped character's men-at-arms treasury expenses, relative to their income?\nSimilar calc compared to `ai_men_at_arms_expense_treasury_min` / `ai_men_at_arms_expense_treasury_ideal`.\n(Relative value 0.0 - 1.0 - *, where 1.0 is all income, unraised maa costs)",""],["Was the scoped character's current enacted treasury budget capacity (aka spendable Treasury) this big?",""],["Is the scoped character's new treasury budget capacity (aka spendable Treasury right now) this big?",""],["does the character controls all counties and baronies inside de jure title (no hostile occupation either)?",""],["does the character controls all counties and baronies inside the specified region (no hostile occupation either)?",""],["Is the scoped character's monthly progress on their assigned council task this big?",""],["Gets the base court grandeur value for a character, always NRoyalCourt::COURT_GRANDEUR_MIN for those without one",""],["Gets the current court grandeur value for a character, always NRoyalCourt::COURT_GRANDEUR_MIN for those without one",""],["Gets the current court grandeur level for a character, always 0 for those without one",""],["Gets the minimum expected court grandeur value for a character, always NRoyalCourt::COURT_GRANDEUR_MIN for those without one",""],["Gets the minimum expected court grandeur level for a character, always 0 for those without one",""],["How many court positions the scoped character CAN currently employs",""],["How many court positions the scope character currently employs",""],["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 = {\n type = faction_type #An ongoing faction\n target = target_character\n value <|<=|>=|> 0\n}"],["Get the current domain fertility of the scoped character",""],["Is the scoped character's current military strength this big?",""],["Is the scoped character's current raised military strength this big?",""],["Current weight of the scoped character","current_weight > 10"],["Current weight of the scoped character as a value for portraits scaled between 0.0 and 1.0","current_weight_for_portrait > 0.1"],["Number of days this character has been a ruler, returns -1 if character isn't a ruler",""],["number of days the character has been imprisoned for (0 if not imprisoned)",""],["Number of days the character has been in peace (0 if in war). Raids count as 'not peace'",""],["Number of days the character has been in peace (0 if in peace)",""],["number of days since the character has died.",""],["days_since_joined_court > 5\nGets the days since scoped character joined their current court","days_since_joined_court > 5"],["Days since this vassal's liege's dynasty started ruling over this vassal",""],["Does the scoped character have the given death reason?","death_reason = death_natural_causes"],["Is the scoped character's debt level this value? -1 if not meeting any debt level threshold.\n0 for the first one, and so on.\nNote that this might not match exactly with the modifier in effect as it calculates what the modifier will be now, and the character's actual modifier can lag behind",""],["Diarch aptitude score for the scoped (potential) diarch",""],["Diarch loyalty score for the scoped (potential) diarch\nscope:diarch = { diarch_loyalty >= 50 }",""],["Get diarchy scales of power swing\nscope:liege = { diarchy_swing > 50 }",""],["does the character have the required diplomacy skill level?",""],["does the character have the required diplomacy skill level difference against target?","diplomacy = { target = character value <= script_value abs = yes/no(optional, default no) }"],["Diplomacy skill scaled between 0.0 and 1.0 for portraits",""],["How many perk points available does the character have?",""],["How many perks from this lifestyle does the character have?",""],["How many perks from this lifestyle can the character currently unlock? This checks that they have the parent perks, and that the can_be_picked is met. It doesn't check perk points",""],["How many perk points available does the character have?",""],["Does the AI liege in a vassal contract desire changing an obligation level - only applies to Admin Province Type obligations",""],["Does the AI liege in a vassal contract desire changing an obligation level",""],["Does the AI subject in a subject contract desire changing an obligation level - only applies to Admin Province Type obligations",""],["Does the AI subject in a subject contract desire changing an obligation level",""],["Does the AI vassal in a vassal contract desire changing an obligation level",""],["Is the scoped character's domain limit this big?",""],["Is there this much space left in the character's domain limit? Negative values also work for checking characters that are above their limit",""],["Is the scoped character's domain this big in comparison to their limit?",""],["Is the scoped character's domain this big?",""],["Is the scoped character's domain this big? Does not count titles currently in the grace period",""],["does the character have the required dread?",""],["AI boldness modified by the dread of the specified character","dread_modified_ai_boldness = {\n\tcharacter = root\t# the character whose dread is affecting the target character\n\tvalue >= 5\n}"],["is the character old/young enough? If immortal, this uses the age they became immortal at",""],["is the scoped character employing a target court position type?",""],["employs_tax_collector = yes\nDoes the scoped character have any Tax Collectors employed?",""],["does the character have the required fertility?",""],["Does the character have this much focus progress",""],["does the character have the required gold?",""],["checks if the government of the character allows something",""],["checks if the government of the character disallows something",""],["checks if the government of the character has a specific flag",""],["Does the target character have access to MaA of specified type (excluding through tributaries)",""],["Does the scoped character has an active diarchy",""],["Does the diarch have this mandate active?\nscope:diarch = { has_active_mandate = live_long_and_prosper }",""],["has_activity_intent = key\nDoes the scoped character have the given activity intent",""],["has_activity_state > travel/passive/active\nDoes the scoped character have the given state in their currenty involved activity",""],["does the scoped character have any artifacts?",""],["does the scoped character have any artifact claims at all? ( CHEAP )",""],["does the scope character have any casus bellis on the taget character?",""],["does the scoped character have any court positions?",""],["does the scope character have any casus bellis on the taget character that should be displayed? (Allowed to fail valid_to_start_display_regardless)",""],["Does the character have any focus set?",""],["Has the scope character any nickname?",""],["Does the scoped character have an opinion toward anyone with the target reason?","has_any_opinion_with_reason = imprisonment_reason"],["does the scope character have any scripted relation with the taget character?",""],["does the scope character have any secret relation with the taget character?",""],["Does the character have any secrets?",""],["does the scoped character have any unequipped artifacts?",""],["Does the character has a high enough Influence Level for appointment for target title? Will ignore current title laws.\nscope:character = {\n}","has_appointment_influence_level_for_title_tier = scope:target_title"],["Has scoped investor supported appointment of target character in the same realm.\nIgnores if candidate has a valid reason to be appointed\nscope:investor = {\n}","has_appointment_investment_in_character = scope:candidate"],["Has scoped investor supported appointment for target title in the same realm.\nReturns true even for dead candidates, for the sake of efficiency.\nscope:investor = {\n}","has_appointment_investment_in_title = scope:title"],["Does the character has currency level sufficient for appointment for target title\nscope:character = {\n}","has_appointment_level_for_title = scope:target_title"],["Does the character has a high enough Merit Level for appointment for target title? Will ignore current title laws.\nscope:character = {\n}","has_appointment_merit_level_for_title_tier = scope:target_title"],["Does the character has a high enough Level of Devotion for appointment for target title? Will ignore current title laws.\nscope:character = {\n}","has_appointment_piety_level_for_title_tier = scope:target_title"],["Does the character has a high enough Prestige Level for appointment for target title? Will ignore current title laws.\nscope:character = {\n}","has_appointment_prestige_level_for_title_tier = scope:target_title"],["Does the scoped character have a personal or house claim on the target artifact",""],["Does the scoped character have Hostages abroad?",""],["Has the scope character a bad nickname?",""],["Does the character have the banish reason towards the target?",""],["does the scope character have the specified casus bellis on the taget character? Invalid target returns false automatically. has_cb_on = { target = X casus_belli/cb = Y }","has_cb_on = { target = X casus_belli/cb = Y }"],["Does the character have this flag?",""],["Does the scoped character have a given modifier","has_character_modifier = name"],["Does the scoped character have the duration remaining on a given modifier","has_character_modifier_duration_remaining = name"],["does the character have an explicit claim on the target title?",""],["has_completed_activity_intent = { type = <key> target = <character> }\nHas the scoped character completed an intent of the given type in their involved activity, optionally against a specific target.","has_completed_activity_intent = <key>"],["has_completed_inspiration = bool\nChecks if the scoped character has ever completed an inspiration","has_completed_inspiration = bool"],["Check if laamp has character as employer?\nscope:actor = { has_contact = SCOPE_CHARACTER }",""],["Does character have a council?",""],["Does the scoped character have the given position?",""],["does the scope character have a councillor for the specified skill?","has_councillor_for_skill = X, where X is a skill name or 'general'"],["Is the character's court language the given language?","has_court_language = language_norwegian"],["Is the character's court language the language of the target culture?","has_court_language_of_culture = scope:target_culture"],["is the scoped character holding the target court position type?",""],["has_court_type = court_diplomatic\nDoes the character have this court type?","Does the character have this court type?"],["Does the character have this culture?",""],["does the scope character have a dejure claim against the target?",""],["Does the dead character have this flag?",""],["Does the dead character have this variable?",""],["Does active diarchy have this parameter active for current power level?\nscope:liege = { has_diarchy_active_parameter = parameter_name }",""],["Can active diarchy have this parameter at some power level?\nscope:liege = { has_diarchy_parameter = parameter_name }",""],["Is scope character in a diarchy of a specific type?\nTrigger works even when there's no active diarchyscope:liege = { has_diarchy_type = regency }",""],["Does the character have the divorce reason towards the target?",""],["Does scoped character have a domicile?\nscope:character = { has_domicile = yes }",""],["Does scoped character have domicile temperament high?\nscope:character = { has_temperament_high = yes }",""],["Does scoped character have domicile temperament low?\nscope:character = { has_temperament_low = yes }",""],["Does scoped character have domicile temperament neutral?\nscope:character = { has_temperament_neutral = yes }",""],["How much is scared the scope character agains the target. 0 = not intimidated, 1 = intimidated, 2 = cowed.","has_dread_level_towards = {\ntarget = X\nlevel >/</>=/<=/= Y\n }"],["does the character have a valid dynasty?",""],["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 }"],["does the scoped character have any employed court positions?",""],["Does the character have this ethnicity?",""],["Does the character have the execute reason towards the target?",""],["Does the character have this faith?","has_faith = faith:baltic_pagan"],["does the character have a valid living father?",""],["Does the current character have this first name / same as character? Cultural name equivalence is tested. Regnal name is used if set.\nNote: this is not a fast trigger, use with care.\nhas_first_name = { character = scope:character } # check first name / regnal name from the character","has_first_name = <localization_key> # All current script scopes available"],["Does the current character have this first name / same as character? Only exact name equivalence is tested. Regnal name is used if set.\nNote: this is not a fast trigger, use with care.\nhas_first_name_base_strict = { character = scope:character } # check first name / regnal name from the character","has_first_name_base_strict = <localization_key> # All current script scopes available"],["Does the character have this focus?",""],["Does the scope character have a council position to fill? (ignoring automatically filled positions)",""],["Does the character have the specified gene template? Only works for morph genes. An interface trigger. has_gene = { category = X template = Y }\nAn interface trigger, can only be used in specific places","has_gene = { category = X template = Y }"],["checks if the character has a specific government type","has_government = X\nWhere X is any government type (e.g. feudal_government, clan_government, tribal_government, etc.)"],["Does the character had a focus for that time?",""],["does the character have a hook on the target, has_hook = <character>","has_hook = <character>"],["does the character have a hook based on the target secret? example use: has_hook_from_secret = scope:saved_secret","has_hook_from_secret = scope:saved_secret"],["does the character have a hook on the target of the given type?, has_hook_of_type = { target = X type = Y }","has_hook_of_type = { target = X type = Y }"],["Does the character have the imprisonment reason towards the target?",""],["Does the character have this trait or a trait of this trait group amongst their inactive traits?",""],["Does the scoped character uses legitimacy","has_legitimacy = yes"],["Does the scoped character's current legitimacy level have the given flag","has_legitimacy_flag = cool_folk"],["Does the character have this lifestyle?",""],["does the character have a valid living mother?",""],["Does the character have this nickname?",""],["Does the character have the obedience reason towards the target?",""],["does the character have the specified opinion modifier on the target? (optional *value <|<=|=|>=|> X* or *value = { MIN MAX }* inclusive)","has_opinion_modifier = { target = X modifier = Y }"],["Does the scope character have an opposite relationship of the relation value with the target character? target = , relation =",""],["Does the current character have this first name / same as character? Cultural name equivalence is tested. Regnal names are ignored.\nNote: this is not a fast trigger, use with care.\nhas_first_name = { character = scope:character } # check first name from the character","has_first_name = <localization_key> # All current script scopes available"],["Does the current character have this first name / same as character? Only exact name equivalence is tested. Regnal names are ignored.\nNote: this is not a fast trigger, use with care.\nhas_first_name_strict = { character = scope:character } # check first name from the character","has_first_name_strict = <localization_key> # All current script scopes available"],["does the scoped character have any artifact claims that can be pressed? ( EXPENSIVE )",""],["Does this character own a scheme?",""],["has_pending_court_events = bool\nDoes the character have pending court events? Meaning court events that'll spawn when they next open the royal court view.\nCan only be used on player characters with a royal court.","has_pending_court_events = bool"],["Does the character have a pending interaction of the type? Only works if the scope is player-controlled.\nExample: has_pending_interaction = interaction_key","Example: has_pending_interaction = interaction_key"],["Does the character have this perk?",""],["Does the scoped character have a personal claim on the target artifact",""],["Does the scoped character have a legend seed of the specified legend type?.\nscope:character = {\n}","has_personal_legend_seed = heroic"],["Is the scoped character a player that has automated the target court position to auto-assign the best candidate?",""],["Is the scoped character a player that has automated the target court position to auto-assign the best candidate (or else show an event)?",""],["Is the scoped character a player that has automated the target court position to show events?",""],["Is the scoped character a player that has NOT automated the target court position?",""],["Does the given character have any potential knights that could be appointed as Acclaimed Knights?",""],["does the character has specific title as his primary title",""],["Does the character have prisoners?",""],["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"],["does the character have raised or gathering armies?",""],["Does the scoped character have the given realm law?",""],["Does the scoped character have a law with the given flag?",""],["Does the scoped character have a realm law in the given group?",""],["Does the current character have this regnal name / same as character? Cultural name equivalence is tested. (regnal numbers are not part of the regnal name)\nhas_regnal_name = { character = scope:character } # check regnal from the character","has_regnal_name = <localization_key> # All current script scopes available"],["Does the current character have this regnal name / same as character? Only exact name equivalence is tested. (regnal numbers are not part of the regnal name)\nNote: this is not a fast trigger, use with care.\nhas_regnal_name_strict = { character = scope:character } # check regnal from the character","has_regnal_name_strict = <localization_key> # All current script scopes available"],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Does the scope character have a specific flag on a relation with the target character? target = , relation = , flag =",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["does the character have a relation to the target? Matches the logic of the data system function HasRelationTo, has_relation_to = <character>",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Checks for a scripted relationship with a target character",""],["Does the character have this religion?","has_religion = religion:buddhism_religion"],["Does the character have the revoke title reason towards the target?",""],["has_royal_court = bool\nDoes the scoped character have a royal court","Does the scoped character have a royal court"],["Does this character have a ruler objective?",""],["Is the character's court language the same language as the target character's?","has_same_court_language = scope:target_character"],["has_same_court_type_as = character\nDoes the character have the same court type as the target?","Does the character have the same court type as the target?"],["Does the character have the same culture as the target?",""],["Does the character have the same ethnicity as the target?",""],["Does the character have the same focus as the other?",""],["checks if the character has the same government type as another character",""],["do the two characters share a trait that is considered sinful by both of their respective faiths?\nscope:character_1 = { has_same_sinful_trait = scope:character_2 }","scope:character_1 = { has_same_sinful_trait = scope:character_2 }"],["do the two characters share a trait that is considered virtuous by both of their respective faiths?\nscope:character_1 = { has_same_virtue_trait = scope:character_2 }","scope:character_1 = { has_same_virtue_trait = scope:character_2 }"],["Does the given ruler, or the liege of the given courtier, have a countermeasure with the given parameter?\nCan only check for boolean parameters.","has_scheme_countermeasure_parameter = parameter_key"],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Checks for a secret scripted relationship with a target character",""],["Was this mandate selected for the diarch?\nTrigger works even when there's no active diarchyscope:diarch = { has_selected_mandate = live_long_and_prosper }",""],["Does the character's sexuality match the scripted? (heterosexual, homosexual, bisexual, asexual, none). Characters that have yet to get a sexuality (children) have the none set.",""],["has_spawned_court_events = bool\nDoes the character have spawned court events? Meaning court events are shown (opened or not) in the royal court view.\nCan only be used on player characters with a royal court.","Does the character have spawned court events? Meaning court events are shown (opened or not) in the royal court view.\nCan only be used on player characters with a royal court."],["does the character have an explicit Pressed Claim on the target title?",""],["does the character have a strong hook on the target, has_strong_hook = <character>","has_strong_hook = <character>"],["does the character have an implicit Pressed Claim on the target title",""],["does the character have a strong hook on the target that is not on cooldown, has_strong_usable_hook = <character>","has_strong_usable_hook = <character>"],["Check if the character has a specific contract group\nscope:actor = { has_contract_group = { contract_group = <key> } }",""],["Does the scope the scoped character have any investors for their appointment towards the target title?\nscope:character = { has_succession_appointment_investors = scope:title }",""],["Has the scope character a faction targeting him/her?",""],["does the character hold the title?",""],["Does the character have this trait or a trait of this trait group?",""],["Compare the trait rank of a character to a value or other character.\nNote that not having the trait and having rank 0 counts as the same thing. rank < X on its own will therefore always return true for a character that does not have the trait.","has_trait_rank = {\n trait = TRAIT_GROUP\n rank <=> number (can be script value) # need only one of rank or character\n character <=> character target # need only one of rank or character\n}"],["does the scope character have a trait with a certain flag?","has_trait_with_flag = can_not_marry"],["Checks if the scopd character has the given amount of XP in the trait level track. Track name is required if the trait has multiple tracks, otherwise should not be provided.","has_trait_xp = { trait = <trait_key> track = <track_key> value = <script_value> }"],["Does the scoped character use treasury","has_treasury = yes"],["Does the scoped character qualify for the specified triggered legend seed?.\nscope:character = {\n}","has_triggered_legend_seed = king_arthur"],["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",""],["does the character have a hook on the target that isn't on cooldown, has_usable_hook = <character>","has_usable_hook = <character>"],["does the character have an explicit Unpressed Claim on the target title?",""],["does the character have a weak hook on the target. A strong hook will *not* count, has_weak_hook = <character>","has_weak_hook = <character>"],["does the character have an implicit Unpressed Claim on the target title",""],["does the character have the required health?",""],["what is the highest held landed title tier of the character?",""],["Is the skill the highest skill (excluding Prowess) of the character? True even when there are multiple skills with the same highest value.",""],["Is the skill the highest skill (including Prowess) of the character? True even when there are multiple skills with the same highest value.",""],["Is the scope character landed (holds a county or barony)?",""],["For how long has the scope character been a hostage? { days/months/years =,>,< X }",""],["is there an important action available to the character, but they dismissed it?","important_action_is_valid_but_invisible = important_action_key"],["is there an important action shown to the character?","important_action_is_visible = important_action_key"],["Is the scope character and the target character within each others diplomatic range?",""],["does the character have the required influence?",""],["does the character have the required influence level?",""],["does the character have the required intrigue skill level?",""],["does the character have the required intrigue skill level difference against target?","intrigue = { target = character value <= script_value abs = yes/no(optional, default no) }"],["Intrigue skill scaled between 0.0 and 1.0 for portraits",""],["How many perk points available does the character have?",""],["How many perks from this lifestyle does the character have?",""],["How many perks from this lifestyle can the character currently unlock? This checks that they have the parent perks, and that the can_be_picked is met. It doesn't check perk points",""],["How many perk points available does the character have?",""],["Is the scope character a leader of a faction?",""],["Is the scope character a member of a faction?",""],["Is the scoped character an acceptable fit to take over as successor of this Accolade?","is_acceptable_fit_for_accolade = accolade"],["Is the given character the Acclaimed Knight of an Accolade?",""],["Is the given character the Successor of an Accolade?",""],["Is the given activity type on cooldown for the current character.","is_activity_type_on_cooldown = activity_type_key"],["Is the scope character adult?",""],["Is the scope character an exposed agent in the target scheme?",""],["is the character played by AI?",""],["is the character alive or dead?",""],["Is the scope character allied to the target character in a war?",""],["Is the scope character allied to the target character?",""],["is the character at home?",""],["Is the character currently in the target province?",""],["Is the character currently in the same province as the target character?",""],["is the character at war? Does not consider your lieges' wars",""],["is the character at war as an attacker? Does not consider your lieges' wars",""],["is the character at war as a defender? Does not consider your lieges' wars",""],["Is the character at war with the target? Does not consider your lieges' wars",""],["is the character at war with their liege?",""],["is the scope character in the target war as an attacker?",""],["does the sexuality of the scope character make them attracted to the target character?",""],["Is the character attracted to men?",""],["Is the character attracted to women?",""],["A combined checks if a character is available\nAll options are optional. If option is missing, it's set to \"any\" - it will have no effect on the outcome of the trigger\nscope:charater = {\n}","is_available_quick = {\n\t\tai = no\n\t\talive = yes\n\t\tfemale = no\n\t\tadult = no\n\t\tincapable = no # has any incapacitating trait\n\t\timprisoned = no\n\t\thostage = no\n\t\ttravel = no\n\t\tactivity = no\n\t\truler = no\n\t\tadvanced_ruler = no # rulers with playable data that have access to all game mechanics\n\t\t # barons, rebels, merc and holy order leaders fail this check\n\t\tlanded = no\n\t\tin_army = no # commander or knight in the army on the map\n\t\tat_war = no\n\t}"],["Is the character away from the court?",""],["Is the scope character betrothed?",""],["is this character the bloc leader or bloc leader player heir of (target character)",""],["Is the scoped character making the target hostile due to having raided their (top-liege's) realm?","is_causing_raid_hostility_towards = scope:character"],["Is the character interaction specified available and potentially accepted for the target character?","is_character_interaction_potentially_accepted = {\n recipient = character\n interaction = interaction_name\n secondary_actor = character <optional>\n secondary_recipient = character <optional>\n target_title = title <optional>\n required_response = yes/maybe <optional>\n ai_accept = min acceptance value <optional>\n}"],["Is the character interaction specified shown for the target character?","is_character_interaction_shown = {\n recipient = character\n interaction = interaction_name\n}"],["Is the character interaction specified valid (shown and usable) for the target character?","is_character_interaction_valid = {\n recipient = character\n interaction = interaction_name\n}"],["Is the local player the main character in the character window?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Is the character a child of the target character?",""],["is the character a claimant to any landed titles?",""],["Is the scoped character a clergy?",""],["Is the character a close family [parents, children, siblings, grandparents, grandchildren] of the target character?",""],["Is the character a close or extended family [parents, children, siblings, grandparents, grandchildren, cousins, uncles, aunts, nephews, nieces] of the target character?",""],["is the character a commanding an army?",""],["Is the scope character a concubine?",""],["Is the target character a concubine of the scope character?",""],["Is the scoped character a member of a confederation?",""],["Is the character a spouse or concubine of the target character?",""],["Check if character is employer of laamp\nscope:actor = { is_contact_of = SCOPE_CHARACTER }",""],["Check if the task of the scope councillor is valid.","character = {\n\tis_council_task_valid {\n\t\ttask_type = council_position_type_key\n\t\ttarget = for_targeted_tasks\n\t}\n}"],["Is the scoped character a councillor?",""],["Is the scoped character a councillor for the specified character?",""],["is the scoped character employed in the target position by target character",""],["Is the scope character a courtier?",""],["Is the scope character a courtier of the target character?",""],["Is the character a cousin of the target character?",""],["Is the given decision on cooldown for the current character.","is_decision_on_cooldown = decision_key"],["is the scope character in the target war as a defender?",""],["Is the scoped character was diesignated as diarch by their liege?\nscope:character = { is_designated_diarch = yes/no }",""],["Is the scoped character currently an active diarch of anyone?\nscope:character = { is_diarch = yes/no }",""],["Is the scoped character currently an active diarch of the target?\nscope:character = { is_diarch_of_target = scope:liege }",""],["Is the scoped character next in the line of succession for diarchy?",""],["Is the target character a courtier of the scope character?",""],["Is the character a extended family [cousins, uncles, aunts, nephews, nieces] of the target character?",""],["is the character their liege's favorite child?",""],["Is the scope character female?",""],["Is the scope character forbidden from the target scheme?",""],["Is the scope character forced to be part of a faction?",""],["Checks if the scope character is forced into the target scheme",""],["Is the character a guest from another a court? In contrast to is_pool_guest the character has a liege",""],["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",""],["Is the character a guest? (is_pool_guest or is_foreign_court_guest)",""],["Is the character a guest? (is_pool_guest_of or is_foreign_court_guest_of)",""],["Was this character made from the ruler designer",""],["Is the character a grandchild of the target character?",""],["Is the character a grandparent of the target character?",""],["Is the character a great grandchild of the target character?",""],["Is the character a great grandparent of the target character?",""],["Is the character an heir of the target [placeholder]?",""],["Is the scoped character a Hostage?",""],["Is the scope character a Hostage with target character as their original Liege? is_hostage_from = TARGET",""],["Is the scope character a Hostage with target character as their Warden? is_hostage_of = TARGET",""],["Is the scoped character a Warden with Hostages?",""],["Is the character immortal?",""],["Is the scoped decision an important decision for the target character?",""],["is the character imprisoned?",""],["Is the scope character imprisoned by the target character? is_imprisoned_by = TARGET","is_imprisoned_by = TARGET"],["is the character in an army (a commander or a knight)?",""],["is the character at war with their liege, or one or more of their vassals?",""],["Is the scoped character in debt? If the character also uses Treasury this will return true if it is negative.","character = { is_in_debt = yes }"],["Is the scoped character in the specified guest subset in the activity they are\ninvolved in?\nIf phase is not specified, it will check the current phase, otherwise it will\ncheck all phases matching the phase key.","is_in_guest_subset = {\n\tname = <subset_key>\n\tphase = <phase_key> #Optional\n}"],["is the character in an ongoing (i.e. the war has started) great holy war?",""],["Is the character in the pool the target province is a part of",""],["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"],["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)?",""],["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.",""],["is the character incapable?",""],["is the character an independent ruler?",""],["Is the scoped character a knight",""],["Is the scoped character a knight of the target character",""],["Is the scoped character permitted to be a knight as per the liege's permissions?","is_knight_permitted = liege"],["Is the scope character landed (holds a county or barony)?",""],["Is the scope character a landless ruler (holds any title, but no on-map land)?",""],["is the scope character leading one of the sides in the target war?",""],["Is the character leading a faction of the specified type?",""],["is the scope character a liege or above of the target character?",""],["is the character the local player?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Is the character a lowborn?",""],["Is the scope character male?",""],["Is the scope character married?",""],["Is the scoped character a member of the target confederation?",""],["Is the character currently migrating?",""],["Is the character a nibling (niece/nephew) of the target character?",""],["is the character the player and the no men cheat currently enabled?",""],["Is the scoped character a regular councillor?",""],["Is the scope character obedient?",""],["Is the scope character obedient to the target character?",""],["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)?",""],["Is the character a parent of the target character?",""],["is_participant_in_activity = target_activity\nIs the scoped character a participant in the target activity",""],["is the scope character participating in the target war as an attacker or defender?",""],["Is the scoped character a perfect fit to take over as successor of this Accolade?","is_perfect_fit_for_accolade = accolade"],["Is the scoped character performing the given task? This will only check for the exact task.","character = {\n\tis_performing_council_task = task_kurultai_fertility_2\n}"],["Is the scoped character performing the given task?\nThis will check for any cloned task as well: the given example will yield yes even if the character is performing task_kurultai_fertility_2.","character = {\n\tis_performing_council_task_or_clone = task_kurultai_fertility_1\n}"],["Checks if the given Character is currently planning a Great Project with the given key. Use the key from the DB to refer to the project.\nWill fail if the planner or project type are invalid.","<scope:character> = {\n\tis_planning_great_project = great_project:key\n}"],["Is the scope character the player heir of the target character?",""],["Is player a tutorial character?",""],["Is the scoped character a pledged attacker in the current GHW (it's an error to check this if there's no GHW around)",""],["Is the character in the pool? (not a ruler, courtier or guest at any court)",""],["Is the character a guest from the pool? In contrast to is_foreign_court_guest the character has no liege",""],["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",""],["Is the scoped character a POTENTIAL knight to their liege?",""],["Is the character a powerful vassal?",""],["Is the character a powerful vassal of the target?",""],["is the character pregnant?",""],["Is the character the heir of the target's primary title?",""],["Is the scope character a ruler (holds any title)?",""],["Checks whether the scope character is an owner or an owner agent in a scheme agains target. There are 3 possible ways to use it:\nis_scheming_against = { target = X scheme_skill = Y } limits to schemes of Y skill category\nis_scheming_against = { target = X } considers all schemes","is_scheming_against = { target = X type = Y } limits to schemes of type Y"],["Is the character a sibling of the target character?",""],["Is the character a spouse of the target character, and are both alive?",""],["Is the character a spouse of the target character, even if one or both are dead?",""],["Is the scoped character the successor of a given Accolade?","is_successor_of_accolade = accolade"],["Is this scope character a tax collector?\nscope:character = { is_tax_collector = yes/no }",""],["Is the scoped character a tax collector of the target character",""],["Is the scope character a theocratic lessee (bishop)?",""],["Is the character travelling and part of the entourage? (travel leader is part of the entourage)",""],["Is the character travelling and the active travel leader?",""],["Is the character currently travelling?",""],["Is the scoped character someone else's tributary?",""],["Is the scoped character a direct tributary of the target character?",""],["Is the scoped character a direct or indirect tributary of the target character due to cascading tributaries?",""],["Is the character a twin of the target character?",""],["Is the unborn a child of a concubine?",""],["Is the unborn a known bastard?",""],["Is the character an uncle or aunt of the target character?",""],["Is the scoped character a valid scheme agent?",""],["Is the scope character suitable as an agent for any slot in target scheme?",""],["Is the scope character suitable as an agent for the target agent slot?",""],["Is the target character a valid potential designated heir of the scoped character?\n(can they inherit one or more of the titles the scoped character holds?)","is_valid_designated_heir = scope:target_character"],["is the scoped character valid for the given event, without checking event cooldown?\nNOTE: this is only for debug purposes and will not work in release mode!","is_valid_for_event_debug = event_key"],["is the scoped character valid for the given event, including a cooldown check?\nNOTE: this is only for debug purposes and will not work in release mode!","is_valid_for_event_debug_cooldown = event_key"],["Does the scoped character fulfill the requirements for being employed as the targeted court position type?",""],["Is the character a direct vassal of the target character?",""],["is the scope character a vassal or below of the target character? Non-rulers are not considered vassals",""],["Is the scoped character visibly fertile, that is: not too old if a woman, not too young and has no traits blocking having children",""],["is the character the player and the yes men cheat currently enabled?",""],["Check if the chance of the scope character to join the faction against the scripted value","join_faction_chance = {\n target = faction_target #An ongoing faction\n value <|<=|>=|> 0\n}"],["Check if the chance of the scope character is between the given range (being min and max exclusive)","join_scheme_chance = {\n scheme = scheme_target #An ongoing scheme\n max = 0\n min = -10\n}"],["Does the character know the court language of the target character?","knows_court_language_of = scope:target_character"],["Does the character know the language?","knows_language = language_norwegian"],["Does the character know the language of the target culture?","knows_language_of_culture = scope:target_culture"],["does the character have the required learning skill level?",""],["does the character have the required learning skill level difference against target?","learning = { target = character value <= script_value abs = yes/no(optional, default no) }"],["Learning skill scaled between 0.0 and 1.0 for portraits",""],["How many perk points available does the character have?",""],["How many perks from this lifestyle does the character have?",""],["How many perks from this lifestyle can the character currently unlock? This checks that they have the parent perks, and that the can_be_picked is met. It doesn't check perk points",""],["How many perk points available does the character have?",""],["Gets the scoped character's current legitimacy",""],["Gets the scoped character's current legitimacy level",""],["The amount of levies a character sends to their liege",""],["does the character have the required gold? (AI category 'long term')",""],["How big is the 'long term' gold budget is supposed to get?",""],["does the character have the required treasury? (AI category 'long term')",""],["How big is the 'long term' treasury budget is supposed to get?",""],["does the character have the required treasury (or gold if they don't use treasury)? (AI category 'long term')",""],["Is the skill the lowest skill (excluding Prowess) of the character? True even when there are multiple skills with the same lowest value.",""],["Is the skill the lowest skill (including Prowess) of the character? True even when there are multiple skills with the same lowest value.",""],["Current number of personal MaA regiments",""],["Max number of personal MaA regiment",""],["What is the main administrative title tier for ruler's government","main_administrative_tier > tier_county"],["Diarch qualification for spefic mandate type\nscope:character = {\nmandate_type_qualification = {\ntarget = fill_coffers\nvalue > 10\n}\n}","value = {\n\tadd = mandate_type_qualification:fill_coffers\n}"],["does the character have the required martial skill level?",""],["does the character have the required martial skill level difference against target?","martial = { target = character value <= script_value abs = yes/no(optional, default no) }"],["Martial skill scaled between 0.0 and 1.0 for portraits",""],["How many perk points available does the character have?",""],["How many perks from this lifestyle does the character have?",""],["How many perks from this lifestyle can the character currently unlock? This checks that they have the parent perks, and that the can_be_picked is met. It doesn't check perk points",""],["How many perk points available does the character have?",""],["Is this character's betrothal matrilinear? False if there's no betrothal.",""],["Is the marriage with the spouse matrilinear?",""],["How many accolades can this character have at most?","max_active_accolades <= 3"],["Get the max domain fertility of the scoped character",""],["Is the scoped character's max military strength this big?",""],["Does the scope character have value amount of max soldiers of MaA of the base type?",""],["Does the scope character have value amount of max soldiers of MaA of the type?",""],["The maximum number of concubines a character can have","max_number_of_concubines > 2"],["Check how many knights the scoped character can potentially have",""],["does the character have the required merit?",""],["does the character have the required merit level?",""],["Is the scoped character's military power this big?",""],["What is the minimum tier that allows appointment investment for ruler's government","min_appointment_tier > tier_county"],["What is the minimum title tier to be able to have Title MaA?","min_title_maa_tier > tier_county"],["Is the scoped character's monthly gold balance this big?",""],["Is the scoped character's monthly expenses this big?",""],["Is the scoped character's monthly income this big?",""],["did the character allocate the required gold? (AI category long term)",""],["did the character allocate the required gold? (AI category reserved)",""],["did the character allocate the required gold? (AI category short term)",""],["did the character allocate the required gold? (AI category war chest)",""],["Is the scoped character's monthly military gold expenses this big? (unraised maa costs)",""],["Is the scoped character's monthly military prestige expenses this big? (unraised maa costs)",""],["Is the scoped character's monthly military treasury expenses this big? (unraised maa costs)",""],["Is the scoped character's monthly treasury balance this big?",""],["Is the scoped character's monthly treasury income this big?",""],["did the character allocate the required treasury? (AI category long term)",""],["did the character allocate the required treasury? (AI category reserved)",""],["did the character allocate the required treasury? (AI category short term)",""],["did the character allocate the required treasury? (AI category war chest)",""],["Is the scoped character's monthly treasury income (minus Vassal Development expenses) this big?",""],["Number of months this character has been a ruler, returns -1 if character isn't a ruler",""],["Compare entity attribute from specific gene\nExample scope:character = {\n}\nAn interface trigger, can only be used in specific places","morph_gene_attribute = {\n\t\tcategory = gene_height\n\t\tattribute = body_height\n\t\tvalue < 0.05\n\t}"],["Compare value of specific gene. Does NOT take into account trait modifiers\nscope:character = {\n}\nscope:character = {\nmorph_gene_value:gene_baldness > 0.05\n0.05 < morph_gene_value:gene_baldness\n}\nAn interface trigger, can only be used in specific places","morph_gene_attribute = {\n\t\tcategory = gene_height\n\t\tvalue < 0.05\n\t}"],["How many accolades does this character currently have?","num_active_accolades < 4"],["Compare the number of bad genetic traits","<charater> = { num_of_bad_genetic_traits = 0 }"],["Compare the number of good genetic traits","<charater> = { num_of_good_genetic_traits >= 2 }"],["How many languages does the character know?","num_of_known_languages > 1"],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Compares the number of scripted relations a character has of the type",""],["Count of active task contract offered\nscope:actor = { num_offered_task_contracts > 0 }",""],["How many personal legend seeds are available to this character?",""],["How many scripted legend seeds are available to this character? They do not need to be valid to start",""],["Does the scoped character have this number of sinful traits?\nor to base it on what a specific faith considers sinful\nnum_sinful_traits = {\nvalue > 5\ntarget = scope:faith\n}","num_sinful_traits > 5"],["Amount of taken task contracts for character (accepted & not yet completed)\nscope:actor = { num_taken_task_contracts > 0 }",""],["Amount of tas contracts for character\nscope:actor = { num_task_contracts > 0 }",""],["How many scripted legend seeds are available to this character and valid to start?",""],["Does the scoped character have this number of virtous traits?\nor to base it on what a specific faith considers virtuous\nnum_virtous_traits = {\nvalue > 5\ntarget = scope:faith\n}","num_virtous_traits > 5"],["Does the scope character have value amount of MaA of the base type?",""],["Does the scope character have value amount of MaA of the type?",""],["Does the scope character have value amount of soldiers of MaA of the base type?",""],["Does the scope character have value amount of soldiers of MaA of the type?",""],["does the character have this many commander traits?",""],["does the character and the target have a number of commander traits in common?","number_of_personality_traits_in_common = { target = X value >/</>=/<= Y }"],["The number of concubines the scoped character has","number_of_concubines > 2"],["The number of fertile concubines the scoped character should have to not get penalties","number_of_desired_concubines > 2"],["Check the number of votes the scoped character has in the target title","number_of_election_votes = { title = scope:actor.primary_title value = 0 }"],["The number of visibly fertile concubines the scoped character has","number_of_fertile_concubines > 2"],["Check how many knights the scoped character has at the moment",""],["does the character have this many lifestyle traits?",""],["The number of men at arms the scoped character has",""],["does the character and the target have a number of opposing personality traits?","number_of_opposing_personality_traits = { target = X value >/</>=/<= Y }"],["does the character and the target have a number of opposing traits?","number_of_opposing_traits = { target = X value >/</>=/<= Y }"],["does the character have this many personality traits?",""],["does the character and the target have a number of personality traits in common?","number_of_personality_traits_in_common = { target = X value >/</>=/<= Y }"],["Does the character have a specified number of powerful vassals?",""],["do the two characters share a number of traits that is considered sinful by both of their respective faiths?","number_of_sinful_traits_in_common = { target = X value >/</>=/<= Y }"],["The number of stationed men at arms the scoped character has",""],["does the character have this many traits?",""],["does the character and the target have a number of traits in common?","number_of_traits_in_common = { target = X value >/</>=/<= Y }"],["The number of tributaries the scoped character has","number_of_tributaries > 2"],["do the two characters share a number of traits that is considered virtuous by both of their respective faiths?","number_of_virtue_traits_in_common = { target = X value >/</>=/<= Y }"],["Does the scope character have value amount of MaA of the type for their controlled title troops?",""],["is the character's opinion of the target greater or equal than the value? opinion = { target = X [*value >/</>=/<= Y* or *value = { min max }* }","opinion = { target = X [*value >/</>=/<= Y* or *value = { min max }* }"],["checks whether the scope character is the owner of any currently active story",""],["Does the character own a story of this type?",""],["The percentage of shared DNA between the character's parents.\nTraverses the family tree for NDefines::NChildbirth::INBREEDING_ANCESTOR_GENERATIONS amount of generations to find common ancestors. By default this means that we're traversing 4 generations (62 ancestors) and report the relatedness between the two parents. (See https://relatednesscalculator.nolanlawson.com/ for some examples).\n`relatedness > 0.25` where 0.0 means not related at all and 1.0 means identical twins",""],["Checks how many wars the character has been in during their lifetime. (Only for alive characters): scope:character = { participated_wars > 3 }",""],["Is this character's betrothal patrilinear? False if there's no betrothal.",""],["Is the marriage with the spouse patrilinear?",""],["Does the character have this many perk points across all lifestyles combined?",""],["Does the character have this many perk points assigned across all lifestyles combined?",""],["Does the character have this many perk points assigned to this tree? perks_in_tree = { tree = tree_key value > 5 }",""],["does the character have the required piety?",""],["does the character have the required piety level?",""],["Check where the target character is in the scoped character's player heir list.","player_heir_position = { target = scope:actor position = 0 }"],["How long has the character been pregnant? Counts from impregnation, not reveal",""],["does the character have the required prestige?",""],["does the character have the required prestige level?",""],["What is the provision cost between the domicile owner and the domicile's current location.\"\nIn order to calculate the cost we will operate in three stages:\n1. Check if the from and to provinces are direct neighbours.\n2. Check any travel plan the domicile owner might have and see if the from and\nto are part of the travel plan. This will require domicile's location to be\nthe first entry in the travel plan.\n3. Do a pathfind between the domicile and domicile owner's current location,\nusing that path for the cost.\nscope:character = {\n}","provision_cost_to_domicile > 100"],["does the character have the required prowess skill level?",""],["does the character have the required prowess skill level difference against target?","prowess = { target = character value <= script_value abs = yes/no(optional, default no) }"],["Prowess skill scaled between 0.0 and 1.0 for portraits",""],["does the character have the required prowess skill level (ignores the prowess_no_portrait modifier)?",""],["what is the ransom cost of the character?",""],["Does the scoped character have the maximum level of the realm law group given?",""],["Does the scoped character have the minimum level of the realm law group given?",""],["Is the scoped character's top liege's realm this big (# of counties)?",""],["Is the character's realm within this distance of the title? Distance is in pixels, squared for performance reasons. realm_to_title_distance_squared = { target = some_title value > 10000 }","realm_to_title_distance_squared = { title = some_title value > 10000 }"],["does the character have the required gold? (AI category 'reserved')",""],["How big is the 'reserved' gold budget is supposed to get?",""],["does the character have the required treasury? (AI category 'reserved')",""],["How big is the 'reserved' treasury budget is supposed to get?",""],["does the character have the required treasury (or gold if they don't use treasury)? (AI category 'reserved')",""],["does the target have the specified opinion modifier on the character? (optional *value <|<=|=|>=|> X* or *value = { MIN MAX }* inclusive)","<="],["is the target character's opinion of the scope character greater or equal than the value? opinion = { target = X [*value >/</>=/<= Y* or *value = { min max }* }",""],["can the character marry the target character?",""],["does the character have the specified dread baseline value?",""],["does the character have the specified tax income, excluding income from the theocratic lessee?",""],["does the character have the specified piety income?",""],["Are the scope character the target character of the opposite sex?",""],["Are the scope character the target character of the same sex?",""],["does the character have the required gold? (AI category 'short term')",""],["How big is the 'short term' gold budget is supposed to get?(It may exceed this if all other budgets are full)",""],["does the character have the required treasury? (AI category 'short term')",""],["How big is the 'short term' treasury budget is supposed to get?(It may exceed this if all other budgets are full)",""],["does the character have the required treasury (or gold if they don't use treasury)? (AI category 'short term')",""],["Is the scoped decision an important decision for the target character?",""],["should_notify_can_host_activity = target_activity\nShould the scoped character be alerted that they can host the target activity type",""],["should_notify_can_join_activity = target_activity\nShould the scoped character be alerted that they can join the target activity type",""],["Calculate starting gold based on income.",""],["Check if this character 'matches' a group, with a certain match percentage.\nA match value can range from 0.0 to 1.0. (0% to 100%)\nA static group filter means: this character will always get the same result against the same group. (there is no 'random' involved beyond the name of the group)\nOn average (across all characters), an 0.1 match means you would get 'yes' for 10% of the characters to match this group, and it would always be the same characters for the same group.\nInstead of a group id, you can supply a scope, and it will use that scope's value as the group 'id'.\nstatic_group_filter = {\nscope = <any_scope>\nmatch = 0.1\n}","static_group_filter = {\n group = <a_group_id>\n match = 0.1\n}"],["does the character have the required stewardship skill level?",""],["does the character have the required stewardship skill level difference against target?","stewardship = { target = character value <= script_value abs = yes/no(optional, default no) }"],["Stewardship skill scaled between 0.0 and 1.0 for portraits",""],["How many perk points available does the character have?",""],["How many perks from this lifestyle does the character have?",""],["How many perks from this lifestyle can the character currently unlock? This checks that they have the parent perks, and that the can_be_picked is met. It doesn't check perk points",""],["How many perk points available does the character have?",""],["does the character have the required stress?",""],["does the character have the required stress level?",""],["Strife opinion value accumulated by the character",""],["Is the scoped character's sub-realm this big (# of counties)?",""],["Can the scoped character break the tributary it is currently a subject in?",""],["Do any of the current active obligations in the scoped character's subject contract have the given flag",""],["Can the scoped character's subject contract be modified at all, that is: they have one, they use obligation levels, and are count or above",""],["Has the scoped character's contract been blocked from modification by script via 'set_subject_contract_modification_blocked'",""],["Can the obligation level of the scoped character's named subject contract be decreased?",""],["Can the obligation level of the scoped character's named subject contract be increased?",""],["Compares the subject standing a character's subject contract has accumulated","subject_standing >= 50"],["How much has the scoped character invested in the target title towards the target candidate?\nscope:character = {\n}","succession_appointment_score_invested = {\n\t\ttitle = scope:title\n\t\tcandidate = scope:character\n\t\tvalue < 0\n\t}"],["is the target character the liege or above the scope character?",""],["is the target character the the same character or above (in the vassal hierarchy) the scope character?",""],["is the target character a vassal or below of the scope character? Non-rulers are not considered vassals",""],["Target weight of the scoped character","target_weight > 10"],["What is the scoped character's Tax Collector aptitude in the target tax slot type? tax_collector_aptitude = { target = tax_slot_type value >= 1 }",""],["The amount of tax a character sends to their liege",""],["What is the difference in highest_held_title_tier between the scoped character and the target character (-5 to 5)\nFor example, this is true:\nscope:a_baron = {\n}","tier_difference = {\n target = scope:a_king\n value = -3\n }"],["How much time passed after diarch was designated?","time_after_designated_diarch = { days/months/years =,>,< X }"],["for how long has the character been imprisoned? time_in_prison = { days/months/years =,>,< X }",""],["for how long has the character been imprisoned with the current type? time_in_prison_type = { days/months/years =,>,< X }",""],["for how long has the character is dead? time_since_death = { days/months/years =,>,< X }",""],["The # of days until the scoped character's hook on the target expires","time_to_hook_expiry = { target = someone value > 50 }"],["target = other character value >/</= sum of trait compatibility values",""],["What this character would cost as a travel leader",""],["The safety-aptitude of the current travel leader",""],["The speed-aptitude of the current travel leader",""],["does the character have the required treasury?",""],["Was the scoped character's current budget allocation excess this big? Negative values indicate deficit allocation, positive values indicate unallocated budget.",""],["Was the scoped character's current military budget allocation this big? (value 0.0 - 1.0)",""],["Was the scoped character's current ministry budget allocation this big? (value 0.0 - 1.0)",""],["Was the scoped character's current salary budget allocation this big? (value 0.0 - 1.0)",""],["Is the scoped character's military budget base rate this big?",""],["Is the scoped character's ministry budget base rate this big?",""],["Is the scoped character's salary budget base rate this big?",""],["Date when the current budget was enacted",""],["Number of days since the current budget was enacted.","treasury_days_since_budget_enact_date >= 20"],["Is the scoped character's treasury debt level this value? -1 if not meeting any debt level threshold for treasury.\n0 for the first one, and so on.\nNote that this might not match exactly with the modifier in effect as it calculates what the modifier will be now, and the character's actual modifier can lag behind",""],["Number of months since the current budget was enacted.","treasury_months_since_budget_enact_date >= 20"],["Does the character replace gold cost by treasury? Compare value against treasury, otherwise gold.",""],["Number of years since the current budget was enacted.","treasury_years_since_budget_enact_date >= 20"],["Can the obligation level of the scoped character's named tributary contract be decreased?",""],["Can the obligation level of the scoped character's named tributary contract be increased?",""],["does the character have the required tyranny?",""],["Do any of the current active obligations in the scoped character's vassal contract have the given flag",""],["Can the scoped character's vassal contract be modified at all, that is: they have one, they use obligation levels, and are count or above",""],["Date when this vassal's liege's dynasty started ruling over this vassal",""],["The level of the provided contract type in the scoped character's current vassal contract",""],["Can the obligation level of the scoped character's named vassal contract be decreased?",""],["Can the obligation level of the scoped character's named vassal contract be increased?",""],["The score in favour of the vassal for the provided contract type in the scoped character's current vassal contract",""],["Is the scoped character's number of vassals (excluding barons) this high?",""],["Is the scoped character's vassal limit this big?",""],["Is there this much space left in the character's vassal limit? Negative values also work for checking characters that are above their limit",""],["Is the scoped character's vassal count this big in comparison to their limit?",""],["How many perk points available does the character have?",""],["How many perks from this lifestyle does the character have?",""],["How many perks from this lifestyle can the character currently unlock? This checks that they have the parent perks, and that the can_be_picked is met. It doesn't check perk points",""],["How many perk points available does the character have?",""],["does the character have the required gold? (AI category 'war chest')",""],["How big is the 'war chest' gold budget is supposed to get?",""],["does the character have the required treasury? (AI category 'war chest')",""],["How big is the 'war chest' treasury budget is supposed to get?",""],["does the character have the required treasury (or gold if they don't use treasury)? (AI category 'war chest')",""],["Was the scoped character a Hostage as a Child?",""],["can the scoped character be employed as court position by the employer?\nscope:character = {\n}","would_be_valid_for_court_position = {\n\t\temployer = scope:employer\n\t\tcourt_position = court_physician_court_position\n\t}"],["Is the scoped character's yearly treasury income this big?",""],["Is the scoped character's yearly treasury income (minus Vassal Development expenses) this big?",""],["Get character year_of_birth: scope:character = { year_of_birth > 1096 }",""],["Is the scoped character's yearly gold balance this big?",""],["Is the scoped character's yearly expenses this big?",""],["Is the scoped character's yearly income this big?",""],["Is the scoped character's yearly military gold expenses this big? (unraised maa costs)",""],["Is the scoped character's yearly military prestige expenses this big? (unraised maa costs)",""],["Is the scoped character's yearly military treasury expenses this big? (unraised maa costs)",""],["Is the scoped character's yearly treasury balance this big?",""],["How many whole years has the character been an active diarch?",""],["Number of years this character has been a ruler, returns -1 if character isn't a ruler",""],["How many whole years has liege spent in a diarchy?",""],["Checks if the character would get an alliance with the target character through such a marriage.",""],["Iterate through all characters that may contribute to this contribution. The list depends on the allowed_contributor_filter field of the great project for this contribution.\nKeep in mind that dead founders and non-ruler founders will yield empty lists. Contributions that don't accept funding will likewise yield empty lists.","any_potential_contributor = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Checks if the Contribution in scope is of the specified type (by key).","<scope:great_project_contribution> = {\n\tcontribution_id = great_ballista\n}"],["Checks if the Contribution in scope was already funded.","<scope:great_project_contribution> = {\n\tcontribution_is_funded = yes\n}"],["Checks if the Contribution in scope must be funded in order to be able to start the Great Project.","<scope:great_project_contribution> = {\n\tcontribution_is_required = yes\n}"],["task_current_value = scope:county.active_de_jure_drift_progress","task_current_value = scope:county.active_de_jure_drift_progress"],["Iterate through all claimants to title. parameters: explicit = yes/no/all - default yes","any_claimant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties connected to this one. Is based on top liege\nany/every/whatever_connectec_county = {\nallow_one_county_land_gap = yes\nany_connected_county = { <count=num/all> / <percent=fixed_point> <triggers> }","max_naval_distance = 500"],["Iterate through all faiths headed by a title","any_controlled_faith = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through controlled title regiments","any_controlled_title_maa_regiment = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all provinces in a county","any_county_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all epidemics affecting the provinces in a county\nOptionally specify an outbreak intensity filter\nany_county_province_epidemic = { <count=num/all> / <percent=fixed_point> <triggers> }","any_county_province_epidemic = { intensity = apocalyptic }"],["Iterate through all situations that a county is involved in.","any_county_situation = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all situation sub-regions that a county is involved in.","any_county_situation_sub_region = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all struggles that a county is involved in.","any_county_struggle = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties within this dejure title","any_de_jure_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters directly holding counties within this dejure title","any_de_jure_county_holder = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all top lieges of the counts within this dejure title","any_de_jure_top_liege = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all the vassal holders of the title","any_dejure_vassal_title_holder = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all de facto vassal titles","any_direct_de_facto_vassal_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through the all de jure vassals titles","any_direct_de_jure_vassal_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters who are valid candidates in an election for a title","any_election_candidate = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters who are valid electors in an election for a title","any_elector = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties that are important for the scoped title","any_important_location_for_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through the title itself, all de facto vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal\nThis 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\n..._de_jure_vassal_and_below = { continue = { conditions } }","any_in_de_facto_hierarchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through the title itself, all de jure vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal\nThis 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\n..._de_jure_vassal_and_below = { continue = { conditions } }","any_in_de_jure_hierarchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all neighboring counties. Can only be used in county scope","any_neighboring_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through owned title MaA regiments","any_owned_title_maa_regiment = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all past owners of a title from earliest to latest","any_past_holder = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all past owners of a title from latest to earliest","any_past_holder_reversed = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all investors of target candidate within the scoped title. Optionally specify a value to filter by investment amount\nscope:landed_title = {\nany/every/ordered/random_succession_appointment_investors = {\nvalue > {\t\t\t# Optional compare value to\nvalue = 100\t\t# only have characters that\nadd = 10\t\t# have invested this much.\n}\n}\n}\nany_succession_appointment_investors = { <count=num/all> / <percent=fixed_point> <triggers> }","candidate = scope:character"],["Iterate through this title and all its dejure liege titles","any_this_title_or_de_jure_above = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Line of succession for the scoped title","any_title_heir = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through titles that consider scoped county an important location","any_title_interested_in_location = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all factions joined the scope landed title","any_title_joined_faction = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through title all MaA regiments","any_title_maa_regiment = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a title to a neighboring county (incl. across water, looking trough the de Jure lieges)","any_title_to_title_neighboring_and_across_water_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a title to a neighboring duchy (incl. across water, looking trough the de Jure lieges)","any_title_to_title_neighboring_and_across_water_duchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a title to a neighboring empire (incl. across water, looking trough the de Jure lieges)","any_title_to_title_neighboring_and_across_water_empire = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a title to a neighboring kingdom (incl. across water, looking trough the de Jure lieges)","any_title_to_title_neighboring_and_across_water_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a title to a neighboring county (looking trough the de Jure lieges)","any_title_to_title_neighboring_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a title to a neighboring duchy (looking trough the de Jure lieges)","any_title_to_title_neighboring_duchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a title to a neighboring empire (looking trough the de Jure lieges)","any_title_to_title_neighboring_empire = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Scopes from a title to a neighboring kingdom (looking trough the de Jure lieges)","any_title_to_title_neighboring_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Can the scoped title be leased out?",""],["Can create MaA of specified type for the scoped title",""],["can the title create the faction of the specified type against the specified character?","can_title_create_faction = { type = X target = Y }"],["Can the scope title join the faction? can_title_join_faction = faction","can_title_join_faction = faction"],["does the county title have the required county countrol?",""],["Does the county title have the required County Fertility value?\nscope:county.county_fertility >= <value>",""],["Checks if a county contains a province of a specific terrain type","county_has_province_with_terrain = {\n\tterrain = hills\n\tterrain = mountains\n}"],["Compares the county's opinion of its holder",""],["compares the county's opinion of the current count",""],["compares the county's opinion of the target character to the specified value, county_opinion_target = { target = X value >/</= Y }","county_opinion_target = { target = X value >/</= Y }"],["Check if the scoped title uses the specified custom localization name key.","custom_title_name = my_title_localization_key"],["Compare drift progress towards target with value<drifting_title> = { de_jure_drif_progress = { target = <drift_target_title> value > 50 } }","<drifting_title> = { de_jure_drift_progress = { target = <drift_target_title> value > 50 } }"],["Is the scoped landed title de jure drifts toward another title?<drifting_title> = { de_jure_drifting_towards = <drift_target_title> }","<drifting_title> = { de_jure_drifting_towards = <drift_target_title> }"],["does the county title have the required county development level?",""],["how much development progress is the county gaining each month?",""],["What's the multiplier to the development progress?",""],["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",""],["Check the projected fertility equilibrium of a scoped county\nThis script is very heavy - and should only be used in script at your own risk, modders.",""],["Has the target character nominated a successor for the scoped elective title",""],["does the county contain a coastal province?",""],["Does the scoped county have a given modifier","has_county_modifier = name"],["Does the scoped county have the duration remaining on a given modifier","has_county_modifier_duration_remaining = name"],["Check if the scoped title uses a custom localization name key. (set via 'set_title_name' or 'set_random_dynasty_title_name')","has_custom_title_name = yes"],["Is the scope landed title connected to a holding that contains at least one disabled building?",""],["Does scoped barony have a holy site with given parameter?\nscope:barony = { has_holy_site_parameter = some_parameter }",""],["Does the scoped title have a given order of succession","has_order_of_succession = election"],["has_province_with_epidemic = { intensity < apocalyptic }\nDoes the scoped county have a province affected by a less than apocalyptic epidemic",""],["Is the title under a lease that can be revoked manually?",""],["Does the scoped title have the given title-specific-law?",""],["Does the scoped title have a title-specific law with the given flag?",""],["Has the user set a specific coat of arms for this title?",""],["Is the scope landed title connected to a holding that cannot be governed by the current lessee or holder?",""],["Is title in the scope a capital barony?",""],["Is the county coastal (next to sea, not including lakes)?",""],["Is the county connected to the other county? Is based on top liege","is_connected_to = {\n\tmax_naval_distance = 500\n\tallow_one_county_land_gap = yes\n\ttarget = some other county\n}"],["Is the scope landed title contested in any war?",""],["is the title de facto liege or above the target title?",""],["is the title de jure liege or above the target title?",""],["Is this title considered a figurehead type title?",""],["Is this title a head of faith title",""],["Is the scope landed title a holy order?",""],["Is the barony a holy site of any faith? is_holy_site = yes","is_holy_site = yes"],["Does the target character control a holy site of the scoped object","is_holy_site_controlled_by = root"],["Is the barony a holy site of the given faith? is_holy_site_of = some faith","is_holy_site_of = catholic"],["Is the scoped county important for target title?\nscope:county = { is_important_location = scope:title }",""],["Is the county next to a lake?",""],["Is this title considered a landless type title?",""],["Is the scoped title leased out?",""],["Is the scope landed title a mercenary company?",""],["Is the scoped Landed Title currently target of a migration? Is a nomadic ruler migrating in any county of this Title?\nThis trigger will evaluate as true if a Migration exists that either:\n* targets the title in scope\n* targets any of its De Jure Lieges\n* targets one of its De Jure Vassals","<scope:title> = {\n\tis_migration_target = yes/no\n}"],["Is this landed title adjacent to the character's realm","is_neighbor_to_realm = character"],["Is this title used by noble family to allow landless playable",""],["Is this title used by a nomad to allow landless playable",""],["Is the county riverside?",""],["is the target ruler de jure liege or above the target title?",""],["Is the county currently affected by the specified council task? Needs to be in a county title scope.","landed_county_title = {\n\tis_target_of_council_task = task_kurultai_fertility_2\n}"],["Is the county currently affected by the specified council task, or one of its clones? Needs to be in a county title scope.\nThe example will yield yes if the county is affected by task_kurultai_fertility_1.","landed_county_title = {\n\tis_target_of_council_task = task_kurultai_fertility_2\n}"],["Is title in the scope created?",""],["Is this title titular (has no dejure counties in it, and is not a barony/county)?",""],["Is the scoped title leased out to any holy order?",""],["Required currency level for appointment for the title\n\"scope:title.min_appointment_level > 2",""],["How much county control is the county gaining/losing each month in total?",""],["How much county control is the county declining each month? (ignoring any growth)",""],["What's the multiplier to the control decline rate? E.G., if there's just a +20% modifier, this would return 1.2",""],["How much county control is the county gaining each month? (ignoring any decline)",""],["What's the multiplier to the control growth rate? E.G., if there's just a +20% modifier, this would return 1.2",""],["How many provinces in this county have holdings",""],["what place in line of succession does the character hold?)\n\"place_in_line_of_succession(scope:target)\" > 1","place_in_line_of_succession = {\n\ttarget = scope:title\n\tvalue < 3\n}"],["Does the scoped title have a history entry of the specified type in recent history?\nThe type can be omitted, all history types are considered then\nPossible types:\nconquest\nconquest_holy_war\nconquest_claim\nconquest_populist\nelection\ninheritance\nabdication\ncreated\ndestroyed\nusurped\ngranted\nrevoked\nindependency\nleased_out\nlease_revoked\nreturned\nfaction_demand\nswear_fealty\nstepped_down\nappointment\nappointment_succession","recent_history = { type = X days/months/years = Y }"],["is the target title de facto liege or above?",""],["is the target title de jure liege or above?",""],["What tier is the scoped title? barony = 1, hegemony = 6. Use the script values please, not raw numbers","The tiers are\n1. tier_barony\n1. tier_county\n1. tier_duchy\n1. tier_kingdom\n1. tier_empire"],["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 = {\n type = faction_type #An ongoing faction\n target = target_character\n value <|<=|>=|> 0\n}"],["Returns the number of years a title is held if valid (otherwise returns 0)",""],["Is the scope title a member of a faction?",""],["Check if the chance of the scope landed title to join the faction against the scripted value","title_join_faction_chance = {\n faction = faction_target #An ongoing faction\n value <|<=|>=|> 0\n}"],["Does the scoped title have the maximum level of the title law group given?",""],["Does the scoped title have the minimum level of the title law group given?",""],["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",""],["Does the scoped county title use County Fertility?","uses_county_fertility = yes/no"],["Can the culture gain progress towards this innovation?","<innovation> = {\n\tculture_can_know_innovation = scope:target_culture\n}"],["Does the innovation type have this parameter?","<innovation> = { has_innovation_parameter = name }"],["Does the scoped innovation belong to the specified era?\nscope:innovation = { innovation_era = culture_era_early_medieval }",""],["Is the scoped innovation regional?\nscope:innovation = { innovation_is_regional = yes }",""],["Is the scoped innovation the same as the specified one?\nscope:innovation = { innovation_key = gunpowder }",""],["Is scoped innovation ahead of time for the specified culture? same as checking if innovation era > current culture era.\nscope:innovation = { is_ahead_of_time_for_culture = scope:culture }",""],["Is scoped innovation known by the specified culture?\nscope:innovation = { is_known_by_culture = scope:culture }",""],["Is the scoped faith/religion in a given religious family","is_in_family = abrhamic"],["Gets all provinces infected by the scoped epidemic","any_infected_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Number of days since the epidemic outbreak started.","days_since_outbreak_start >= 20"],["Get the outbreak intensity of this epidemic.","outbreak_intensity = major"],["Date when the epidemic outbreak began.",""],["Get the total number of provinces infected over the lifetime of this epidemic.","total_infected_provinces >= 20"],["Iterate through all titles leased to a holy order","any_leased_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["How many holdings the holy order has under lease",""],["Can target MaA regiment be upgraded",""],["Is target MaA regiment part of event troops",""],["Was target MaA regiment hired from merc or holy order",""],["Is target MaA regiment engaged in combat",""],["Check MaA type of a regiment\nscope:regiment = { is_maa_type = light_footmen }",""],["Is target MaA regiment personal",""],["Is target MaA regiment raised",""],["Is target MaA regiment just a normal one recruited by a ruler",""],["Is target MaA regiment belongs to a title",""],["Check base MaA type of a regiment\nscope:regiment = { is_unit_type = skirmishers }",""],["Get current number of soldiers in MaA regiment",""],["Get max number of soldiers in MaA regiment",""],["Get regiment size - number of subregiments in it",""],["Iterate through all province locations of the phases of the activity, optionally limited to unique locations.\nany/every/random_activity_phase_location {\n}\nany_activity_phase_location = { <count=num/all> / <percent=fixed_point> <triggers> }","unique = yes/no"],["Iterate through all future province locations of the phases of the activity, optionally limited to unique locations. ('future' does not include any started phase)\nany/every/random_activity_phase_location_future {\n}\nany_activity_phase_location_future = { <count=num/all> / <percent=fixed_point> <triggers> }","unique = yes/no"],["Iterate through all past province locations of the phases of the activity, optionally limited to unique locations. ('past' only includes ended phases)\nany/every/random_activity_phase_location_future {\n}\nany_activity_phase_location_past = { <count=num/all> / <percent=fixed_point> <triggers> }","unique = yes/no"],["Iterate through all characters attending an activity.\nInvited guests that have not accepted/declined yet are not part of this list.\nSupports an optional state the character must be in.\nany_attending_character = { <count=num/all> / <percent=fixed_point> <triggers> }","any_attending_character = { state = travel/passive/active }"],["any/every/random_guest_subset = {\nphase = <phase_key> # Optional\n}\nIterates through characteres within the specified subset for past, current and\nfuture phases. If phase is specified it will only iterate through characters\nsubsets of that particular phase type.\nany_guest_subset = { <count=num/all> / <percent=fixed_point> <triggers> }","name = <subset_key>"],["any/every/random_guest_subset_current_phase = {\n}\nIterates through characteres within the specified subset of the current phase.\nany_guest_subset_current_phase = { <count=num/all> / <percent=fixed_point> <triggers> }","name = <subset_key>"],["Iterate through all characters invited to an activity. Once they accept/decline, they are removed from this list.","any_invited_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all special guests of an activity.\nany_special_guest = { <count=num/all> / <percent=fixed_point> <triggers> }","any_special_guest = { ... }"],["Does the scoped activity have the designated locale active?","has_active_locale = locale_key"],["has_activity_option = { category = key option = key }\nDoes the scoped activity have the option in the given category active",""],["has_activity_type = key\nDoes the scoped activity have the given activity type",""],["has_current_phase = key\nDoes the scoped activity have the given phase active",""],["Check if a phase exists on this activity. You can search for just a type directly, or a complex trigger with only `type`, `location` or both.\nhas_phase = {\ntype = name_of_phase\nlocation = scope:province\n}","has_phase = name_of_phase"],["Check if a past phase exists on this activity. You can search for just a type directly, or a complex trigger with only `type`, `location` or both.\nhas_phase = {\ntype = name_of_phase\nlocation = scope:province\n}","has_phase = name_of_phase"],["Check if a past phase exists on this activity. You can search for just a type directly, or a complex trigger with only `type`, `location` or both.\nhas_phase = {\ntype = name_of_phase\nlocation = scope:province\n}","has_phase = name_of_phase"],["Check if the current activity is completed or not, this doesn't have much use for content since we delete an activity as soon as we can, but in multiplayer it exists until everyone stops viewing it so we use this to cancel some delayed events","is_activity_complete = yes/no"],["Check if the current activity phase is in the active state (else it is in the passive state)","is_current_phase_active = yes/no"],["Check if the scoped activity is an open invite activity","is_open_invite_activity = yes/no"],["Is the target character a required special guest in the scoped activity.","is_required_special_guest = character"],["Is the target character a special guest in the scoped activity, optionally for a specific type.\nis_special_guest = { target = character type = key }","is_special_guest = character"],["The number of future phases for the scoped activity.","num_future_phases > 5"],["The number of past phases for the scoped activity.","num_past_phases > 5"],["The number total number of planned phases for the scoped activity.","num_phases > 5"],["Iterate over both houses in the given relation","any_relation_house = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Does this house relation have the given level?","<house_relation> = {\n\thas_house_relation_level = <level>\n}"],["Does this house relation have the given parameter?","<house_relation> = {\n\thas_house_relation_parameter = <parameter>\n}"],["Iterate through all characters that are part of a participation group in a situation.","any_situation_group_participant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["If region rulers are automatically checked to be valid participants for this group.\nIf disabled, only manually added characters could join..","auto_add_rulers = yes/no"],["Checks if scoped participant group currently has the parameter or not","has_participant_group_parameter = parameter_key"],["Is this character a participant in this participant group?","participant_group_has_character = scope:character"],["Is the scoped participant group of a specific type?","participant_group_type = group_key"],["Is it required that the capital of participants is in the sub-region?","require_capital_in_sub_region = yes/no"],["Is it required that some part of the domain of participants is in the sub-region?","require_domain_in_sub_region = yes/no"],["Is it required that some part of the realm of participants is in the sub-region?","require_realm_in_sub_region = yes/no"],["Iterate through all casus belli's target titles","any_target_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all claimed artifacts of the scoped house","any_house_claimed_artifact = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all house members","any_house_member = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate over all house relations of the given house","any_house_relation = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all valid house unity members","any_house_unity_member = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Can the scoped Dynasty House change/upgrade their House Aspiration?\nscope:house = { can_change_house_aspiration = yes/no }",""],["Does the given house have the given base name? Remember that characters can be lowborn and have no house.","scope:character = {\n\thouse ?= { has_base_name = \"dynn_name_key\" }\n}"],["does the house have a default House Aspiration?",""],["Does the scoped dynasty house have a personal claim on the target artifact",""],["Does the given house a house power/aspiration with the given parameter?\nCan only check for boolean parameters.","has_house_aspiration_parameter = parameter_key"],["Does the given house a house head with the given parameter?\nCan only check for boolean parameters.","has_house_head_parameter = parameter_key"],["Does the scoped house have a given modifier","has_house_modifier = name"],["Does the scoped house have the duration remaining on a given modifier","has_house_modifier_duration_remaining = name"],["Is there a House Relation between the two houses?","<some_house> = {\n\thas_house_relation_with = <other_house>\n}"],["Is the given dynasty house has house unity",""],["Does the scoped house with unity have a given modifier","has_house_unity_modifier = name"],["Does the scoped house have the duration remaining on a given modifier","has_house_unity_modifier_duration_remaining = name"],["Does the given house unity have the given parameter? Can only check for bool parameters. has_house_unity_parameter = parameter_key",""],["Is the given house unity the given stage?.","has_house_unity_stage = house_unity_stage_key"],["Does this house have the same house power/aspiration as the target house?","<house> = {\n\thas_same_house_aspiration_as = scope:target_house\n}"],["Calculate the percentage of counties held in the target top liege's realm by the house.\nOnly the direct vassals of the top liege are counted - if a house member holds land but is not a direct vassal it's as if they had none for this calculation.\nOnly rulers with the same government type as the top liege's are counted.\nscope:house = {\n}","house_land_share_in_realm = {\n\t\ttarget = scope:liege\n\t\tvalue > 0.5\n\t}"],["Compare house power: scope:house = { house_power >= value }",""],["does the dynasty house have the required house unity value?",""],["Is the given house considered dominant: scope:house = { is_dominant_family = yes }",""],["Is the given house considered powerful: scope:house = { is_powerful_family = yes }",""],["Iterate through all characters travelling along with the travel plan owner. Includes travel leader, but not the travel plan owner.","any_entourage_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all provinces this travel plan has in its route.","any_future_path_location = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all provinces this travel plan has arrived at so far.","any_visited_location = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Can this travel plan be cancelled? (associated activity might disallow it)",""],["Danger value of the current province the travel plan is in (-100.0 to +100.0).",""],["Total number of days since this travel plan started.",""],["Compare the date the travel plan started.",""],["Estimation date of arrival at the final destination",""],["Estimation of days until we arrive at the final destination?",""],["Time progress (0.0 - 1.0) towards the final destination of the travel plan, compared to departure date from the very start of the Travel Plan.",""],["Does the travel plan have this travel option active?","<travel_plan> = { has_travel_option = name }"],["Does the scoped travel plan have a given modifier","has_travel_plan_modifier = name"],["Does the scoped travel plan have the duration remaining on a given modifier","nhas_county_modifier_duration_remaining = name"],["Is this travel plan aborted?",""],["Is this travel plan cancelled? (manually stopped, and rerouted home)",""],["Is this travel plan completed? (finished by arrival at final destination)",""],["Is this travel plan paused?",""],["Is character travelling with a domicile?","<travel_plan> = { is_travel_with_domicile = yes }"],["Estimation date of arrival at the next destination",""],["Estimation of days until we arrive at the next destination",""],["Time progress (0.0 - 1.0) towards the next destination of the travel plan, compared to departure date of the previous destination.",""],["Size of the travel plan entourage.",""],["Number of travel options selected.",""],["Gets the current travel safety for travel",""],["Gets the current travel speed for travel (percentage points above 100%)",""],["If there is/was an activity attached to this travel plan, was it completed?",""],["If there is/was an activity attached to this travel plan, was it invalidated?",""],["The contribution value given by the scoped filled agent slot.",""],["Does the agent slot have provide the given type of contribution?\nSupported types: 'secrecy', 'success_chance', 'success_chance_growth', 'success_chance_max' and 'speed'","agent_slot_has_contribution_type = <type>"],["Does the Agent Slot have the given type?","is_agent_slot_type = key"],["Is this agent slot filled?",""],["Iterate over both sides ( attacker and defender ) of the given combat","any_combat_side = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Number of total troops on boths sides.","num_total_troops >= 2000"],["Warscore value.","warscore_value >= 25"],["Iterate through all great holy wars this faith is defending against","any_defensive_great_holy_wars = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through characters of the scoped faith","any_faith_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all holy orders of the faith","any_faith_holy_order = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through playable rulers of the scoped faith","any_faith_playable_ruler = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through rulers of the scoped faith","any_faith_ruler = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all holy site baronies of a faith","any_holy_site = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Does the faith control a holy site? controls_holy_site = key_of_holy_site",""],["Does scoped faith control a holy site with given parameter?\nscope:faith = { controls_holy_site_with_parameter = some_parameter }",""],["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",""],["What is the faith's hostility level towards the target faith? faith_hostility_level { target = scope:some_faith value > 1 }","faith_hostility_level { target = scope:some_faith value > 1 }\n\nThe levels are\n- 0 righteous\n- 1 astray\n- 2 hostile\n- 3 evil"],["Compares the scoped faith's hostility level towards two other faiths. faith_hostility_level_comparison { faith1 > faith2 }","faith_hostility_level_comparison { faith1 > faith2 }"],["What is the faith's fervor?",""],["Is the target character of the allowed gender to be clergy of the faith?",""],["Does the given faith have the given doctrine?? has_doctrine = doctrine_key","has_doctrine = doctrine_key"],["Does the given faith have the given doctrine parameter? Can only check for bool parameters. has_doctrine_parameter = parameter_key","has_doctrine_parameter = parameter_key"],["Is the target character's gender a dominant ruling gender of the faith? Also evaluates to true if there's no dominant ruling gender",""],["Does the faith have this graphical faith?","<faith> = { has_graphical_faith = orthodoxgfx }"],["Does the faith have the given icon","has_icon = some_cool_custom_icon"],["Is the target character of the preferred gender to be clergy of the faith?",""],["How many holy sites does the faith control? holy_sites_controlled > 1","holy_sites_controlled > 1"],["Returns how many characters follow the given faith","num_character_followers > 0"],["Returns how many counties follow the given faith","num_county_followers > 0"],["checks the tag of the religion of the current faith","religion_tag = christianity_religion"],["Does the scoped faith consider the given trait a sin?","trait_is_sin = lustful"],["Does the scoped faith consider the given trait a virtue?","trait_is_virtue = lustful"],["has_tradition_category = realm\nDoes the scoped tradition belong to the specified category?",""],["Iterate through all pledged attackers within a great holy war","any_pledged_attacker = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all pledged defenders within a great holy war","any_pledged_defender = { <count=num/all> / <percent=fixed_point> <triggers> }"],["How many days is it until the given GHW launches its war?",""],["What is the max (if all levies were fully reinforced) military strength of the pledged attackers in the given Great Holy War?",""],["What is the max (if all levies were fully reinforced) military strength of the pledged defenders in the given Great Holy War?",""],["How much gold is in the great holy war's war chest?",""],["How much piety is in the great holy war's war chest?",""],["How much prestige is in the great holy war's war chest?",""],["Is the target character forced to be a defender in the given Great Holy War?",""],["Is the target character pledged as an attacker in the given Great Holy War?",""],["Is the target character pledged as a defender in the given Great Holy War?",""],["Is the scoped GHW a directed GHW?",""],["Iterates through all Vassals assigned to the scoped Tax Slot","any_tax_slot_vassal = { <count=num/all> / <percent=fixed_point> <triggers> }"],["How many slots for taxpayers are available in scoped tax slot?\nscope:tax_slot = { available_tax_player_slots > 2 }",""],["has_tax_collector = yes\nDoes the scoped Tax Slot have any Tax Collector employed?",""],["Is this the current active tax obligation?\nscope:tax_slot = { is_active_obligation = obligation_key }",""],["Iterate through all participating character of a memory","any_memory_participant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["has_memory_category = happy\nDoes the character memory have this memory category?","has_memory_category = happy"],["has_memory_participant = character\nDoes the character memory have this target character as a participant?","has_memory_participant = character"],["has_memory_type = battle\nDoes the character memory have this memory type?","has_memory_type = battle"],["Is the scoped memory a memory of a specific travel plan? is_memory_of_travel = travel_plan",""],["How many years since the memory was created (rounded down).",""],["Date when the memory was created.",""],["Date when the memory will be forgotten. (this may change over time)",""],["Does scoped domicile have building with any free internal building slots?\nscope:domicile = { domicile_building_has_free_internal_slot = domicile building key }",""],["Does the scoped domicile use culture and faith?",""],["Does the scoped domicile use provisions?",""],["Total amount of external building slots for scoped domicile\nscope:domicile = { external_domicile_building_slots == 5 }",""],["Amount of free external building slots for scoped domicile\nscope:domicile = { free_external_domicile_building_slots < 1 }",""],["Does scoped domicile have building of specified type?\nscope:domicile = { has_domicile_building = domicile building key }",""],["Does scoped domicile have building or one of its upgrades?\nscope:domicile = { has_domicile_building_or_higher = domicile building key }",""],["Is the scoped domicile currently constructing the specified building?\nscope:domicile = { has_domicile_construction = domicile building key }",""],["Does scoped domicile have parameter in one or more of its buildings?\nscope:domicile = { has_domicile_parameter = parameter_name }",""],["Does the scoped domicile have an ongoing construction?)\nscope:domicile = {\n}","has_ongoing_domicile_construction = yes/no"],["does the scoped domicile have the required herd?",""],["what is the amount of currently raised horde (or potential horde if none are raised) of the scoped domicile?",""],["Is the scoped domicile of domicile type?\nscope:domicile = { is_domicile_type = domicile_type_key }",""],["what is the herd limit of the scoped domicile?",""],["does the scoped domicile have the required max provisions?",""],["Amount of buildings constructed for scoped domicile\nscope:domicile = { num_domicile_buildings > 0 }",""],["Is the provision cost from the domicile's current location to it's owner.\nIn order to calculate the cost we will operate in three stages:\n1. Check if the from and to provinces are direct neighbours.\n2. Check any travel plan the domicile owner might have and see if the from and\nto are part of the travel plan. This will require domicile's location to be\nthe first entry in the travel plan.\n3. Do a pathfind between the domicile and domicile owner's current location,\nusing that path for the cost.\nscope:domicile = {\n}","provision_cost_to_owner < 100"],["does the scoped domicile have the required provisions?",""],["Iterate through all MaA regiments in the army\nscope:army = {\n}\nany_army_maa_regiment = { <count=num/all> / <percent=fixed_point> <triggers> }","any_army_maa_regiment = {\n\t\tinclude_hired = yes # should it include merc and holy order regiments (yes by default)\n\t}"],["is this army moving?",""],["what size is this army's max size?",""],["How many MaA regiments does the scoped army have?",""],["Does the scoped army have the value amount of MaA of the specified base type?","value = knight_army.army_number_maa_regiments_of_base_type:archers"],["Does the scoped army have the value amount of MaA of the specified type?","value = knight_army.army_number_maa_regiments_of_type:crossbowmen"],["what size is this army?",""],["Can we disband this army?",""],["How much barter loot is the army carrying?",""],["Can we disband this army?",""],["Is the scoped army in combat?",""],["Is the scoped army in a raid (this includes a raid interrupted by combat)?",""],["Is the scoped army in a siege (this includes a siege interrupted by combat)?",""],["Is the scoped army in a siege that is relevant to the target character?","is_army_in_siege_relevant_for = scope:character"],["Is the scoped army a barter army?",""],["Is the scoped army a raid army?",""],["Does the Army have the given raid intent?","raid_intent = key"],["How much raid loot is the army carrying?",""],["What is the army's total damage stat in its current location?",""],["What is the army's total pursuit stat in its current location?",""],["What is the army's total screen stat in its current location?",""],["What is the army's total siege value stat in its current location?",""],["What is the army's total toughness stat in its current location?",""],["Iterate through all Contributions of a given Great Project, regardless of whether they were funded or not.","any_contribution = { <count=num/all> / <percent=fixed_point> <triggers> }"],["The project's build progress in percentage (from 0 to 1). If the project is not being built this is 0.","<scope:great_project> = {\n\tgreat_project_build_progress > 0.5\n}"],["Compare against the current construction phase of this project.\nPossible values are:\n* planned = the project is gathering funds\n* in_progress = the project has started\n* completed = the project was completed","<scope:great_project> = {\n\tgreat_project_construction_phase = in_progress\n}"],["The number of days until the project is built, taking into account the current province holder for progress bonuses. If the project is not being built this is -1.","<scope:great_project> = {\n\tgreat_project_days_to_completion > 365\n}"],["Check if the project is of the given type. Use the key from the project definition to compare.","<scope:great_project> = {\n\tgreat_project_type = great_wall\n}"],["Iterate through all armies currently located in the scoped province","any_army_in_location = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters currently located in the scoped province","any_character_in_location = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all active Great Projects in a Province.","any_great_project_in_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all neighboring provinces of a province","any_neighboring_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all domiciles of scoped province","any_province_domicile = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets epidemics affecting the scoped province\nOptionally specify an outbreak intensity filter\nany_province_epidemic = { <count=num/all> / <percent=fixed_point> <triggers> }","any_province_epidemic = { intensity = apocalyptic }"],["Gets legends affecting the scoped province","any_province_legend = { <count=num/all> / <percent=fixed_point> <triggers> }"],["How much gold is available to loot for raiding/bartering armies?","available_loot >= 7"],["How many building slots exist (including occupied ones)?","building_slots > 3"],["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"],["Number of days since the target epidemic infected the scoped province","days_since_province_infection = {\n\tvalue >= 20\n\ttarget = scope:epidemic\n}"],["Get the epidemic resistance of the scoped province.","epidemic_resistance >= 20"],["Compares the fort level of a province",""],["How many free building slots exist? A building in construction is considered to be taking a slot","free_building_slots > 3"],["Checks if a province is in a certain geographical region",""],["does the scope province have a particular building?","has_building = temple_01"],["does the scope province have a particular building or its successor?","has_building_or_higher = temple_01"],["does the scope province have a building with a certain flag?\nhas_building_with_flag = temple # count >= 1","has_building_with_flag = { flag = temple count >= 2 }"],["does the scope province have a construction of a building with the specified flag?","has_construction_with_flag = temple"],["does the scope province have a free building slot? has_free_building_slot = yes","has_free_building_slot = yes"],["Does the province (holding) have a great building?",""],["Does the province (holding) have a great building slot?",""],["does the scope province have holding?","has_holding = yes"],["does the scope province have a holding of particular type?","has_holding_type = castle_holding"],["does the scope province have a construction ongoing?","has_ongoing_construction = yes"],["Does the scoped province have a given modifier","has_province_modifier = name"],["Does the scoped province have the duration remaining on a given modifier","has_province_modifier_duration_remaining = name"],["Does this province have a ruined Great Building?",""],["Does the province (holding) have a special building?",""],["Does the province (holding) have a special building slot?",""],["Does this province have stationed regiments?",""],["Does the province have stationed regiment of base type?",""],["Checks if there is a travel point of interest of type X in the province.","has_travel_point_of_interest = point_of_interest_type"],["Is the province a coastal province (next to sea, not including lakes)?",""],["Is the province the county capital?",""],["Is this a lake province?",""],["Is the province next to a lake?",""],["Is this province currently being occupied?",""],["Is this province currently being raided?",""],["Is the province a river?",""],["Is the province riverside?",""],["does the scope province have a ruined building that is currently being reconstructed? Only Great Buildings can be Ruined and be Reconstructed.","is_ruined_building_being_reconstructed = yes"],["Is this a sea province?",""],["Check the income of the scoped province","monthly_income > 10"],["How many normal buildings are there? Duchy and such buildings do not count. Building under construction does count","num_buildings > 3"],["Check the number of characters in the pool the scoped province is a part of",""],["Date when the target epidemic infected the scoped province.",""],["Infection rate of target epidemic in the scoped province","province_infection_rate = {\n\tvalue >= 20\n\ttarget = scope:epidemic\n}"],["Checks if a province is of a specific terrain type",""],["Checks if a province's danger type is of a specific type for a specific travel plan\ntravel_danger_type = { travel_plan = scope:some_travel_plan terrain = terrain type }","travel_danger_type = { travel_plan = scope:some_travel_plan type = name_of_danger_type }"],["What is the province's danger value for a specific travel plan? travel_danger_value = { target = scope:some_travel_plan value > 1 }",""],["Iterate through all attackers in the war","any_war_attacker = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all defenders in the war","any_war_defender = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all participants in the war","any_war_participant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["compares the attacker 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",""],["compares the defender war score",""],["does the war interaction still have a valid casus belli (those should be automatically removed on daily tick, but can exist for a tick)",""],["is the target character in the scope war as an attacker?",""],["Check if the scope war is a civil war or not",""],["is the target character in the scope war as a defender?",""],["is the target character participating in the scope war as an attacker or defender?",""],["is the target character leading one of the sides in the scope war?",""],["Check if the scoped war's CB has is_white_peace_possible = yes",""],["is the scope war using the specified CB? using_cb = religious_war","using_cb = religious_war"],["Checks how much a character has contributed to the scoped war","war_contribution = {\ntarget = some character\nvalue > 5\n}"],["compares the number of days the war is going on for",""],["has the target character been called to the scope war already?",""],["base_inspiration_gold_cost > 5\nGets the base gold cost of the scoped inspiration","Gets the base gold cost of the scoped inspiration"],["days_since_creation > 5\nGets the days since creation of the scoped inspiration","days_since_creation > 5"],["days_since_sponsorship > 5\nGets the days since sponsorship started of the scoped inspiration","days_since_sponsorship > 5"],["has_inspiration_type = type\nChecks if the scoped inspiration has the given inspiration database type","Checks if the scoped inspiration has the given inspiration database type"],["inspiration_gold_invested > 5\nGets the amount of gold invested in the scoped inspiration","inspiration_gold_invested > 5"],["inspiration_progress > 5\nGets the progress of the scoped inspiration","inspiration_progress > 5"],["The score in favour of the vassal for the scoped vassal contract obligation level","obligation_level_score > 2"],["Has task contract of the group\nscope:character = { has_task_contract_group = group }",""],["has task contract with type\nscope:task_contract = { has_task_contract_type = type_name }",""],["Is the contract type of criminal nature?",""],["Is contract valid to keep?",""],["Tier value for task contract\nscope:task_contract = { task_contract_tier = num }",""],["Days since the task contract was accepted.",""],["Checks if given region is adjacent or overlaps with the target region.\nYou can use both situation subregions or geographical regions as scopes. Targets a geographical bregion.","scope:situation_subregion/geographical_region:key = {\n\tregion_is_adjacent = scope:geographical_region\n}"],["Checks if given region is adjacent or overlaps with the target region.\nYou can use both situation subregions or geographical regions as scopes. Targets a situation subregion.","scope:situation_subregion/geographical_region:key = {\n\tregion_is_adjacent_situation_subregion = scope:situation_subregion\n}"],["What level is this Accolade Attribute?","accolade_attribute_level = {\n type = bruiser_accolade\n level > 2\n}"],["Can the scoped accolade have more attributes? i.e. it has not reached the maximum number of attributes",""],["Does the scoped accolade have unspent attributes?",""],["What rank is this Accolade?","accolade_rank > 2"],["Does any of the Accolades types have the given category flag?","has_accolade_category = flag"],["Does any of the Accolades unlocked ranks have the given parameter flag?","has_accolade_parameter = flag"],["Does the Accolade have the given type?","has_accolade_type = key"],["Does the given Accolade's Owner have any character in their court ( including guests ) that could act as Successor of this Accolade if made into a Knight?",""],["The amount of levies in a county or province from buildings","levies > 100"],["The max amount of garrison in a county or province from buildings","levies > 100"],["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 }",""],["Is this side allowed to retreat early (when losing)? (set via script effect `set_allow_early_retreat = yes`)","allow_early_retreat = yes"],["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> }"],["Iterate through all knights","any_side_knight = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Returns all participants in a combat side","any_side_participant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Is this side disallowed from retreating via script? (via effect `set_disallowed_retreat = yes`)","disallowed_retreat = yes"],["Does this combat side have at least one MaA of the given regiment type? has_maa_of_type = onager","has_maa_of_type = onager"],["whether the combat side was the attacker or not",""],["is this side the winner of the combat",""],["is this side defeated in the combat",""],["is this side the forced winner of the combat? (via `forced_winner = yes`)","is_forced_winner = yes"],["Number of troops killed on the opposite side.","num_enemies_killed >= 500"],["Percantage of enemies killed out of total number of enemy soldiers.","percent_enemies_killed >= 80"],["what is the current size of all armies combined on this combat side?",""],["what is the max possible size of all armies combined on this combat side?",""],["How many soldiers does this side have still fighting?",""],["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",""],["Is this side skipping the persuit phase (if losing)? (set via script effect `set_skip_pursuit = yes`)","skip_pursuit = yes"],["Side's troops/opposide side's troops.ntroops_ratio < 0.5",""],["Iterate through all participant groups of the situation (in all sub-regions)","any_participant_group = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties that are involved in a situation","any_situation_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters that are participating in a situation.","any_situation_participant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all sub-regions of a situation","any_situation_sub_region = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Checks if top sub-region has phase parameter or not","has_situation_top_phase_parameter = parameter_key"],["Is this character considered a manual participant candidate in this situation?","is_manual_participant = yes/no"],["Is the type of scoped situation unique.","is_situation_unique = yes/no"],["Checks if situation current phase equals phase_type_key (will take first sub-region)","situation_current_phase = phase_type_key"],["Days since when the situation was completed.",""],["Days since the situation started.",""],["Date when the situation was completed.",""],["Checks if any sub-region of the situation has any of their future phases affected by the given catalyst.","has_situation_top_catalyst = situation_catalyst_key"],["Date when the situation started.",""],["Checks if top sub-region of situation has any of the future phases affected by the given catalyst","has_situation_top_catalyst = situation_catalyst_key"],["Checks if top sub-region of situation contains county","situation_top_has_county = scope:county"],["Checks if top sub-region of situation contains province","situation_top_has_province = scope:province"],["Days since the situation top phase started.",""],["Days until the situation top phase completes.",""],["Date when the situation top phase Ended.",""],["Date when the situation top phase started.",""],["Is the scoped situation of a specific situation type?","situation_type = situation_key"],["Iterate through all houses in dynasty","any_dynasty_house = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all dynasty members","any_dynasty_member = { <count=num/all> / <percent=fixed_point> <triggers> }"],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["Can the scoped dynasty unlock a 'relevant' perk? Relevant meaning one that isn't the first in its track unless the dynasty has no partially filled tracks",""],["does the dynasty has the required number of unlocked dynasty perks?",""],["does the dynasty have the required prestige?",""],["does the dynasty have the required prestige level?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["Does the scoped dynasty have a given modifier","has_dynasty_modifier = name"],["Does the scoped dynasty have the duration remaining on a given modifier","has_dynasty_modifier_duration_remaining = name"],["Does the dynasty have this dynasty perk? has_dynasty_perk = key","has_dynasty_perk = key"],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many perks in the lifestyle does this dynasty have?",""],["How many days are left in the mercenary contract. 0 if not hired.",""],["Iterate through all counties of a situation sub-region (warning: not fast)","any_situation_sub_region_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all geographical regions of a situation sub-region","any_situation_sub_region_geographical_region = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters that are participating in a situation, in a specific subregion","any_situation_sub_region_participant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all participant groups of the situation sub-region","any_situation_sub_region_participant_group = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Checks if sub-region has phase parameter or not","has_sub_region_phase_parameter = parameter_key"],["Checks the takeover days left of a future phase in this sub-region.\nphase_takeover_duration_days:future_phase_key <= scripted_value",""],["Checks the takeover points of a future phase in this sub-region.\nphase_takeover_points:future_phase_key <= scripted_value",""],["Checks if scoped sub-region of a situation contains county","situation_sub_region_has_county = scope:county"],["Is geographical region part of situation sub-region?","situation_sub_region_has_geographical_region = scope:geographical_region"],["Checks if scoped sub-region of a situation contains province","situation_sub_region_has_province = scope:province"],["Checks if sub-region current phase equals phase_type","sub_region_current_phase = phase_type"],["Days since the sub region current situation phase started.",""],["Days until the sub region current situation phase ends.",""],["Date when the sub region current situation phase ends.",""],["Date when the sub region current situation phase started.",""],["Iterate through all characters in agent slots in the scheme","any_scheme_agent_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all agent slots in the scheme","any_scheme_agent_slot = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Is the scheme currently affected by the specified modifier? has_scheme_modifier = X","has_scheme_modifier = X"],["Is the scoped scheme a hostile scheme?","is_hostile = bool"],["Is the target character an exposed agent in the scope scheme?",""],["Does the scheme have the given category?\nSupported categories: 'hostile', 'contract', and 'personal'.","is_scheme_category = <category>"],["Is the scheme exposed?",""],["Does the scheme have a target of the given type?\nSupported types: character, title, faith, culture","is_scheme_target_type = <type>"],["Is the scoped scheme's type a basic type?","is_type_basic = bool"],["Is the scoped scheme's type a secret type?","is_type_secret = bool"],["Max Scheme Success Chance",""],["The maximum number of breaches the scheme can have",""],["The number of the scheme's currently available agent charges",""],["The number of breaches the scheme currently has",""],["The number of days since scheme was started",""],["Is the target character part of this scheme?",""],["The number of exposed agents in a scheme",""],["The number of agents in a scheme",""],["Scheme phase duration",""],["Scheme progress (0 - 10 (defined))",""],["Scheme secrecy",""],["Is the scheme currently affected by the specified modifier? has_scheme_modifier = X","has_scheme_modifier = X"],["Scheme success chance",""],["Is the scheme of the specified type? scheme_type = X","scheme_type = X"],["Iterate through all defined required government types for a holding type","any_required_heir_government_type = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Does the scoped holding type have the given parameter?","has_holding_parameter = parameter"],["Does the scoped holding type have required heir government types defined?","has_required_heir_governments = yes/no"],["Iterate through all opposite traits of the scoped trait","any_opposite_trait = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Does the scoped trait belong to the given trait cateogry.","has_trait_category = health"],["Does the scoped trait have the given flag.","has_trait_flag = can_not_marry"],["Is the scoped trait an opposite trait of the target trait.","is_opposite_of_trait = scope:trait"],["Gets all promoters of the scoped legend","any_legend_promoter = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Gets all provinces the scoped legend has spread into","any_spread_province = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Days since when the legend was completed.",""],["Days since when the legend was created.",""],["Does the legend have the given localization key set for the named chapter.\nhas_legend_chapter = opening","has_legend_chapter = { name = opening localization_key = default_legend_opening }"],["Does the scoped legend have the specified legend chronicle.","has_legend_chronicle = beast_slayer"],["Does the scoped legend have a given modifier affecting the counties","has_legend_county_modifier = name"],["Does the scoped legend have the duration remaining on a given modifier affecting the counties","has_legend_county_modifier_duration_remaining = name"],["Does the scoped legend have a given modifier affecting the owner","has_legend_owner_modifier = name"],["Does the scoped legend have the duration remaining on a given modifier affecting the owner","has_legend_owner_modifier_duration_remaining = name"],["Does the scoped legend have a given modifier affecting the provinces","has_legend_province_modifier = name"],["Does the scoped legend have the duration remaining on a given modifier affecting the provinces","has_legend_province_modifier_duration_remaining = name"],["Is the scoped legend completed?.\nscope:legend = {\n}","is_legend_completed = yes"],["Date when the legend was completed.",""],["Get the quality of this legend.","legend_quality = famed"],["Date when the legend was created.",""],["Iterate through all counties of the culture","any_culture_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all duchies of the culture (duchies with at least one county of the culture","any_culture_duchy = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all empires of the culture (empires with at least one county of the culture","any_culture_empire = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all kingdoms of the culture (kingdoms with at least one county of the culture","any_culture_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all innovations known to the given culture","any_known_innovation = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all parent cultures","any_parent_culture = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all parent cultures or above","any_parent_culture_or_above = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all traditions of the given culture","any_tradition = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Get random applicable innovation from another culture",""],["The cultural acceptance of the scoped culture with the target culture","cultural_acceptance = { target = culture value > 50 }"],["Checks the age of the scope culture in years. If the culture has no creation date set, this will simply return the current year","culture_age >= 200"],["Is the culture currently Fascinated by an innovation?","<culture> = {\n\tculture_has_any_fascination = yes\n}"],["How many counties are there of this culture?","culture_number_of_counties > 10"],["Checks if any county with this culture is in the given geographical region",""],["How many free tradition slot are in the scoped culturescope:culture = { free_tradition_slot > 1 }",""],["Has the culture discovered all innovations matching the filter?","has_all_innovations = {\n\twith_flag = flag_name # innovation matches if it has the flag; optional\n\twithout_flag = flag_name # innovation matches if it does not have the flag; optional\n\tculture_era = era_key # innovation matches if it is from the era; optional\n}"],["Does the culture have this building gfx?","<culture> = { has_building_gfx = mena_building_gfx }"],["Does the culture have this clothing gfx?","<culture> = { has_building_gfx = mena_clothing_gfx }"],["Does the culture have this CoA gfx?","<culture> = { has_building_gfx = mena_coa_gfx }"],["Has this culture achieved specified era<culture> = { has_cultural_era_or_later = culture_era_early_medieval }","<culture> = { has_cultural_era_or_later = culture_era_early_medieval }"],["Does the culture have this cultural parameter?","<culture> = { has_cultural_parameter = name }"],["Does the culture have this cultural pillar?","<culture> = { has_cultural_pillar = name }"],["Does the culture have this cultural tradition scope?","<culture> = { has_cultural_tradition = scope:traditon }"],["Have the culture discovered this innovation?",""],["Has the culture discovered an innovation with this flag? has_innovation_flag = flag",""],["Does the culture have this name list?","<culture> = { has_name_list = name }"],["Does the culture have this name list as its first name list?","<culture> = { has_primary_name_list = name }"],["Does the culture have the same ethos as the target?",""],["Does the culture have the same head determination as the target?",""],["Does the culture have the same heritage as the target?",""],["Does the culture have the same language as the target?",""],["Does the culture have the same martial tradition as the target?",""],["Does the culture have this unit gfx?","<culture> = { has_unit_gfx = mena_unit_gfx }"],["Checks if the scope culture was created by diverging from a single parent culture and returns yes if true or no if false.","is_divergent_culture = yes"],["Checks if the scope culture was created from a hybridization of two cultures and returns yes if true or no if false.","is_hybrid_culture = yes"],["Does the culture have the required number of discovered innovations?","num_discovered_innovations > 20"],["Does the scoped culture have the required number of active discovered innovations in the specified era?\nnum_discovered_innovations_in_era:culture_era_early_medieval > 15\nnum_discovered_innovations_in_era:culture_era_early_medieval >\n\"scope:target_culture.num_discovered_innovations_in_era:culture_era_early_medieval","num_discovered_innovations_in_era = {\n\ttarget = culture_era_early_medieval\n\tvalue > 5\n}"],["Iterate through all characters who know the secret","any_secret_knower = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through participants in a secret","any_secret_participant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["can the scope secret be exposed by the target character? can_be_exposed_by = target","can_be_exposed_by = target"],["is this secret criminal for the target participant? is_criminal_for = <character>","is_criminal_for = <character>"],["is the scope secret known by the target character?",""],["is this secret shunned for the target participant? is_shunned_for = <character>","is_shunned_for = <character>"],["is this secret shunned or criminal for the target participant? is_shunned_or_illegal_for = <character>","is_shunned_or_illegal_for = <character>"],["has the scope secret been spent by the target character? is_spent_by = target","is_spent_by = target"],["Does the local player have knowledge about the secret?\nAn interface trigger, can only be used in specific places","An interface trigger, can only be used in specific places"],["Is the scope secret of the same type as the target secret?","same_secret_type_as = scope:some_secret"],["Is the scope secret of the specified type?",""],["Iterate through all faiths within a religion","any_faith = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters with a claim on the scoped artifact","any_artifact_claimant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all dynasty houses with a claim on the scoped artifact","any_artifact_house_claimant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["does this artifact have the required durability?",""],["does this artifact have the required max durability?",""],["is the artifact of the given inventory slot type?",""],["is the artifact of the given type?",""],["Can the scoped artifact be claimed by the given character?",""],["is the scoped artifact of given category?",""],["Does the artifact have the given feature?","has_artifact_feature = key"],["Does the artifact have the given feature group?","has_artifact_feature_group = key"],["Does the artifact have the given modifier?","has_artifact_modifier = key"],["is the scoped artifact currently equipped in its owners inventory?",""],["Is the scoped artifact unique\ndefined in the scripted template of the artifact","defined in the scripted template of the artifact"],["How many kills has this artifact been used in?",""],["is the scoped artifact of given rarity?",""],["should the scoped artifact decay with time?",""],["Iterate through all kills of a character","any_killed_character = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters that are interloper in a struggle.","any_interloper_ruler = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all counties that are involved in a struggle","any_involved_county = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters that are involved in a struggle.","any_involved_ruler = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Does the given struggle's current phase have the given parameter? Can only check for bool parameters. has_struggle_phase_parameter = parameter_key",""],["is the culture involved in struggle?","is_culture_involved_in_struggle = culture:english"],["is the faith involved in struggle?","is_faith_involved_in_struggle = faith:baltic_pagan"],["is the scope struggle's current phase particular phase?","is_struggle_phase = struggle_iberia_phase_opportunity"],["is the scope struggle's type particular type?","is_struggle_type = iberian_struggle"],["Is any of the future phases affected by the given catalyst?phase_has_catalyst = catalyst_key",""],["Check if the scope task's councillor can be fired. Will check both can_fire and things like it being illegal to reassing the position\nscope:task = { position_can_be_fired = yes }","scope:task = { position_can_be_fired = yes }"],["Iterate through all faction county members","any_faction_county_member = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all faction character members","any_faction_member = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Average opinion of all the characters of the faction scope target",""],["Average opinion of the character that are NOT powerful vassals of the faction scope target",""],["Average opinion of the character that are powerful vassals of the faction scope target",""],["How much is the Faction's Discontent increasing each month?",""],["Can the scope faction press demands?",""],["Current discontent of the faction",""],["Is the scope faction at war?",""],["Is the faction of this type?",""],["Current power of the faction","faction_power >= 80"],["Current power threshold of the faction",""],["Has the faction a special character assigned?",""],["Has the faction a special title assigned?",""],["How many months until Discontent is max (100)?",""],["Current number of faction members in faction",""],["Iterates through all member characters of the scoped confederation","any_confederation_member = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterates through all member houses of the scoped confederation","any_confederation_member_house = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Current total cohesion of the confederation/bloc.",""],["Current combined military power of the confederation/bloc.",""],["Does the confederation/bloc have a cohesion?",""],["Does current cohesion level of the given confederation/bloc have the given parameter?","<bloc> = {\n\thas_cohesion_level_parameter = <parameter_key>\n}"],["Does the confederation have a leading house?",""],["Is the confederation house based? i.e bloc",""],["Number of members in the scoped confederation",""],["Check if the specified project type is marked as important. Used to drive the notification system.","scope:great_project_type = {\n\tgreat_project_type_is_important = yes\n}"],["Is the story in scope of this type?",""],["Is the scoped Accolade Type's tier equal to?",""],["Does the scoped Accolade Type have the given category?","type_has_accolade_category = flag"],["Adds diplomacy skill",""],["Adds focus progress",""],["adds effect to be read internally (no effect in the gamestate)",""],["Adds intrigue skill",""],["Adds learning skill",""],["Adds martial skill",""],["Adds prowess skill",""],["Adds stewardship skill",""],["add law to scoped title, overriding any current law from the same group. DOES NOT apply law change costs and effects.","add_title_law = princely_elective_succession_law"],["add law to scoped title, overriding any current law from the same group. DOES apply law change costs and effects.","add_title_law = princely_elective_succession_law"],["Adds the event target to a variable list for the given duration\nWhere X is the name of the variable\nWhere Y is an event target\nAn optional days where Z is the number of days or script value","add_to_variable_list = { name = X target = Y days/weeks/months/years = Z }"],["Adds the current scope to an arbitrarily-named list (or creates the list if not already present) to be referenced later in the (unbroken) event chain\nadd_to_list = { name = <name_of_list> value = <script_value> }\nNOTE, if adding a permanent target to a temporary list, the whole list becomes permanent","add_to_list = <name_of_list>"],["Adds the event target to a variable list for the given duration\nWhere X is the name of the variable\nWhere Y is an event target\nAn optional days where Z is the number of days or script value","add_to_variable_list = { name = X target = Y days/weeks/months/years = Z }"],["Adds the current scope to an arbitrarily-named list (or creates the list if not already present) to be referenced later in the same effect\nadd_to_temporary_list = { name = <name_of_list> value = <script_value> }\nNOTE, if adding a temporary target to a permanent list, the list will stay permanent","add_to_temporary_list = <name_of_list>"],["Adds the event target to a variable list for the given duration\nWhere X is the name of the variable\nWhere Y is an event target\nAn optional days where Z is the number of days or script value","add_to_variable_list = { name = X target = Y days/weeks/months/years = Z }"],["Conditionally cause an assert during run time","assert_if = { limit = { X } text = Y }, where X is a trigger and Y is an optional string"],["Conditionally cause an assert during read time","assert_read = X, where X is yes or the string to be printed in the assert"],["Breaks the betrothal between the scope character to the target character, break_betrothal = target",""],["Stops the planning or construction of a Great Project.\nWill trigger on_cancel effects for the Great Project. No refunds.","\t<scope:great_project> =\t{\n\t\tcancel_great_project = this\n\t}"],["Changes the value or a numeric variable\nWhere X is the name of the numeric variable to modify\nWhere the valid operations are add, subtract, multiply, divide, modulo, min and max\nWhere Y is a fixed point value, script value or event target of a value type","change_variable = { name = X operation = Y }"],["Changes the value or a numeric variable\nWhere X is the name of the numeric variable to modify\nWhere the valid operations are add, subtract, multiply, divide, modulo, min and max\nWhere Y is a fixed point value, script value or event target of a value type","change_variable = { name = X operation = Y }"],["Change the realm law level by X steps for law group. DOES apply law change costs and effects.\nWhen exceeding law list bounds, the edge law is used. Invalid laws are not skipped.","change_realm_law_level = { law_group = budget_allocation_salary_law change = -2 }"],["Change the realm law level by X steps for law group. Skips the cost and the pass effect, and the revoke effects of the current law.\nWhen exceeding law list bounds, the edge law is used. Invalid laws are not skipped.","change_realm_law_level_skip_effects = { law_group = budget_allocation_salary_law change = -2 }"],["= {\nchange = 'previously created title_and_vassal_change', adds a title change, will not transfer vassals\ntake_baronies = yes # Optional; if set, will cause baronies to be taken (rather than vassalized) as well if this title is a county\ngovernment_base = character # Optional, if the character getting the title was unlanded, their new government\n# will be based on the government of government_base.\n# If no government_base is specified, the government will be based on holder's government.","holder = Character that should get the title"],["= {\\n\"\nchange = 'previously created title_and_vassal_change', adds a title change, will transfer vassals\ntake_baronies = yes # Optional; if set, will cause baronies to be taken (rather than vassalized) as well if this title is a county\ngovernment_base = character # Optional, if the character getting the title was unlanded, their new government\n# will be based on the government of government_base.\n# If no government_base is specified, the government will be based on holder's government.","holder = 'Character that should get the title'"],["Change the title law level by X steps for law group. DOES NOT apply law change costs and effects.\nWhen exceeding law list bounds, the edge law is used. Invalid laws are not skipped.","change_title_law_level = { law_group = budget_allocation_salary_law change = -2 }"],["Change the title law level by X steps for law group. DOES apply law change costs and effects.\nWhen exceeding law list bounds, the edge law is used. Invalid laws are not skipped.","change_title_law_level = { law_group = budget_allocation_salary_law change = -2 }"],["Changes the value or a numeric variable\nWhere X is the name of the numeric variable to modify\nWhere the valid operations are add, subtract, multiply, divide, modulo, min and max\nWhere Y is a fixed point value, script value or event target of a value type","change_variable = { name = X operation = Y }"],["Clamps a variable the specified max and min\nWhere X is the name of the variable\nWhere Y and Z are script values","clamp_variable = { name = X max = Y min = Z }"],["Clamps a variable the specified max and min\nWhere X is the name of the variable\nWhere Y and Z are script values","clamp_variable = { name = X max = Y min = Z }"],["Clamps a variable the specified max and min\nWhere X is the name of the variable\nWhere Y and Z are script values","clamp_variable = { name = X max = Y min = Z }"],["Empties the list","clear_variable_list = variable_name"],["Empties the list","clear_variable_list = variable_name"],["Clears a saved scope from the top scope","save_scope_as = cool_scope -> clear_saved_scope = cool_scope"],["Removes all traits for the character. clear_traits = yes",""],["Empties the list","clear_variable_list = variable_name"],["Closes all views. close_all_views = yes",""],["Tries to close the defined view.\nTake care to set player if effect is executed not through UI but through synchronized code. Else all the window will open for all players.","close_view = {\n view = <view name>\n player = scope:character # optional, else closes for all players who execute the effect\n}simplified: close_view = <view name>"],["Completes the Great Project immediately as if it was fully constructed.\nWill trigger on_complete effects for the Great Project, but no animations. Does not care if you have met the requirements (e.g. contributions) or not.","\t<scope:great_project> =\t{\n\t\tcomplete_great_project = this\n\t}"],["Completes the Great Project immediately as if it was fully constructed.\nWill trigger on_complete and any animation effects for the Great Project. Does not care if you have met the requirements (e.g. contributions) or not.","\t<scope:great_project> =\t{\n\t\tcomplete_great_project_animated = this\n\t}"],["Adds all traits of the target to the character. Skips any traits that the character isn't allowed to have. Will not remove the character's existing traits. copy_traits = scope:character",""],["Create an accolade for the scoped character with the given knight and types. The name is an optional loc key, a default name will be generated otherwise.","create_accolade = { knight = scope:character primary = accolade_type name = loc_key }"],["Create a title for a landless adventurer.","create_adventurer_title = \\\"\n\tname = key/dynamic description\n\tholder = <character> (intended holder of the new title)\n\tgovernment = administrative_government # optional government, default is adventurer\n\tsave_scope_as = <name>\n\tprefix = key/dynamic description (optional; name used if not specified)\n\tadjective = key/dynamic description (optional; name used if not specified)\n}"],["Betroth the scope character to the target character, create_betrothal = target (at least one of the characters need to not be adult)",""],["Betroth the scope character to the target character matrilineally, create_betrothal_matrilineal = target (at least one of the characters need to not be adult)",""],["Creates a character\nsave_temporary_event_target_as = flag - save the character as a temporary event target\nname =\nage =\ngender = male/female/character scope\ngender_female_chance = script_value - Range (0..100)\nopposite_gender = character scope\ntrait = add this trait\nrandom_traits_list = { count = { 1 5 } traitID = { some triggers } traitID = { some triggers } } - A number of traits specified by count (1 if not specified) will be picked from the traits that have their triggers met. Scopes are the same as where create_character is used. More than one grouping like this can be defined\nrandom_traits = yes/no\nhealth =\nfertility =\nmother =\nfather =\nreal_father = (should only be set if the real father is not the same as father=)\nemployer = will end up in this court, will become a pool character unless specified or father/mother is landed\nlocation = pool province; mutually exclusive with employer\ntemplate_character =\nfaith, culture and dynasty are set from 1. template_character 2. father 3. mother 4. employer (not employer for dynasty) unless specified directly\nfaith = faith tag OR a faith scope\nrandom_faith = { catholic = { some triggers } cathar = { some triggers }. Random one where the triggers are met will be picked. Scopes are the same as where create_character is used\nrandom_faith_in_religion = religion tag OR a faith scope (there's no religion scope)\nculture = culture name OR a culture scope\nrandom_culture = { norse = { some triggers } norwegian = { some triggers }. Random one where the triggers are met will be picked. Scopes are the same as where create_character is used\nrandom_culture_in_group = culture group name OR a culture scope (there's no group scope)\ndynasty_house = dynasty house name OR a dynasty house scope\ndynasty = generate/inherit/none - What to do if dynasty_house is not specified. generate by default.\nethnicity = culture/mother/father/parents/<ethnicity> - How to select ethnicity, culture by default.\nethnicities = { <key> = { some_triggers } } - Pick randomly from these ethnicities instead.\nmartial/diplomacy/intrigue... = will get random unless specified\nafter_creation = { some effects } run after character is created. Scope starts off in the character, with the scope it was created in as PREV, and the same top scope and saved targets etc.","save_event_target_as = flag - save the character as an event target"],["Creates a dynamic title\nThe title will be saved to scope:new_titleusage:","create_dynamic_title = {\n\ttier = <tier>\n\tname = key/dynamic description\n\tadj = key/dynamic description (optional; name used if not specified)\n pre = key/dynamic description (optional)\n article = key/dynamic description (optional)\n}"],["Create a new holy order","create_holy_order = {\n leader = scope:a_character\n capital = scope:a_barony_title\n\t name = <name> #Optional\n\t coat_of_arms = <coa_name> #Optional\n save_scope_as/save_temporary_scope_as = new_holy_order # optional way to get a reference to the new holy order\n}"],["Create a title for a nomad.","create_nomad_title = \\\"\n\tname = key/dynamic description\n\tholder = <character> (intended holder of the new title)\n\tgovernment = administrative_government # optional government, default is herder_government\n\tsave_scope_as = <name>\n\tprefix = key/dynamic description (optional; name used if not specified)\n\tadjective = key/dynamic description (optional; name used if not specified)\n}"],["starts a title and vassal change and saves it as a temporary event target","create_title_and_vassal_change = {\ntype = conquest (or other type)\nsave_scope_as = change (name of resulting saved scope)\nadd_claim_on_loss = yes (optional)\n}"],["Wraps effects that get a custom description instead of the auto-generated one","custom_description = {\n\ttext = <effect_localization_key>\n\tsubject = <optional subject scope> #defaults to current scope\n\tobject = <optional object scope>\n\tvalue = <optional script value>\n\t... effects ...\n}"],["Wraps effects that get a custom description instead of the auto-generated one. Also ensures no bullet point appears","custom_description_no_bullet = {\n\ttext = <effect_localization_key>\n\tsubject = <optional subject scope> #defaults to current scope\n\tobject = <optional object scope>\n\tvalue = <optional script value>\n\t... effects ...\n}"],["just a tooltip, the scope as object (for grouping, localization). Can also be written as custom_label = { text = key subject = scope (optional) <hidden effects> }",""],["just a tooltip, the scope as subject (for grouping, localization). Can also be written as custom_tooltip = { text = key subject = scope (optional) <hidden effects> }",""],["Log a string to the debug log when this effect executes, debug_log = message, the message can be a localization string with ROOT, SCOPE and PREV available",""],["Logs the current date to the debug.log",""],["Log the current scope to the debug log when this effect executes; yes = full scope info, no=only current scope",""],["Log a string to the *debug* log followed by a stack trace.\nThe message can be a localization string with ROOT, SCOPE and PREV available.","\tdebug_log_stack_trace = \"This is a test message\""],["Like trigger_event, except it'll print the trigger fulfillment and immediate effects of the event too",""],["Destroy given artifact, regardless of owner.","destroy_artifact = artifact"],["destroy_character_memory = character_memory\nDestroys the targeted character memory, do not use the destroyed scope after calling this since it will have been removed","destroy_character_memory = character_memory"],["destroy_inspiration = inspiration\nDestroys the targeted inspiration, do not use the destroyed scope after calling this since it will have been removed","Destroys the targeted inspiration, do not use the destroyed scope after calling this since it will have been removed"],["Destroy artifact owned by character. Safer version of 'destroy_artifact'.","destroy_owned_artifact = artifact"],["Disables succession calculations, they can still be added to the queue for future calculations",""],["Divorces the scope character from the target character. divorce = target",""],["duel effect that selects an effect based on comparing specified skill(s), and/or saved variable(s) on, of a character to a value or another character's skill(s). Alternatively, the compare value can be scripted completely\nWhere X is the skill to compare, or the list of skills listed; Y is the target character (requires skill(s) to be set) or integer value Z (works with or without the skill), the rest of the effect is the same as random_list.\nIf the skill(s) are unspecified, the effect needs a value Z (which can use scripted math) which it will then use as the duel value directly.\nIf localization = W is specified, the effect localization W will be used (entry in effect_localization database, not a localization key directly).\nWhen multiple skills are specified, they are added together and the average is taken.\nThe skill difference (or scripted duel value) is available as scope:duel_value inside the outcome entries, the duel target is accessible as scope:duel_target.\nThe three valid types of combinations are: skill(s) + target / skill(s) + value / only value\nSince there is now no automatic weighting, we should be using weight numbers in a comparable range to the scope:duel_value value. Since that will always be between -20 and 20 (unless you do something very unusual), and typically in a more narrow range than that, we should stick to those ranges.\nOnly use larger weights if you want the duel_value to have a smaller impact on the weighting, and only use smaller weights if you want the duel_value to have a huge impact on the weighting.\nIn addition, it is fully possible for the compare_modifier to reduce the weight to 0, which would mean that it will not be possible to happen at all. I've requested code support to make it so that we can define min and max values for weights, but until further notice we should use ranges that are guaranteed to not hit 0, or include min values in the compare_modifier itself.\nLastly, remember that if you want the outcome of a duel to scale linearly from (almost) 0% to (almost) 100%, the duel_value should be applied 50% to the good outcome, and -50% to the bad outcome. If you only apply it on one side, you will retain a (presumably significant) chunk of chance for the other outcome.\nIf 'challenge_variable' or 'challenge_variables' are used, the variables specified must be localized with <variable_key>_name. You can also do text icons with named <variable_key>_icon","duel = {\n skill = X\n (skills = { X1 X2 ... })\n challenge_variable = saved_variable_name\n (challenge_variables = { saved_variable_name_1 saved_variable_name_2 ... })\n target = Y\n value = Z\n localization = W\n ... random list body\n}"],["Executes enclosed effects if limit criteria of preceding 'if' or 'else_if' is not met\nelse = { <effects> }","if = { limit = { <triggers> } <effects> }"],["Executes enclosed effects if limit criteria of preceding 'if' or 'else_if' is not met, and its own limit is met\nelse_if = { limit = { <triggers> } <effects> }","if = { limit = { <triggers> } <effects> }"],["Enables succession calculations and runs any calculations currently in the queue.",""],["end_inspiration_sponsorship = inspiration\nStops the sponsorship of the targeted inspiration","Stops the sponsorship of the targeted inspiration"],["Log a string to the error log when this effect executes, error_log = message, the message can be a localization string with ROOT, SCOPE and PREV available",""],["Log the current scope to the error log when this effect executes; yes = full scope info, no=only current scope",""],["Log a string to the *error* log followed by a stack trace.\nThe message can be a localization string with ROOT, SCOPE and PREV available.","\terror_log_stack_trace = \"This is a test message\""],["Iterate through every accolade_type in the database","every_accolade_type = { limit = { <triggers> } <effects> }"],["Iterate through all dynasties with dynasty head. Deprecated - use 'every/any/random dynasty with the optional parameter instead.","every_active_dynasty = { limit = { <triggers> } <effects> }"],["Iterate through all activities in the world","every_activity = { limit = { <triggers> } <effects> }"],["Iterate through every activity_type in the database","every_activity_type = { limit = { <triggers> } <effects> }"],["Iterate through all existing artifacts","every_artifact = { limit = { <triggers> } <effects> }"],["Iterate through all baronies in the game","every_barony = { limit = { <triggers> } <effects> }"],["Iterate through every casus_belli_type in the database","every_casus_belli_type = { limit = { <triggers> } <effects> }"],["Iterate through all characters with a royal court","every_character_with_royal_court = { limit = { <triggers> } <effects> }"],["Gets all legends in the world that have been completed","every_completed_legend = { limit = { <triggers> } <effects> }"],["List all confederations","every_confederation = { limit = { <triggers> } <effects> }"],["Iterate through every confederation_type in the database","every_confederation_type = { limit = { <triggers> } <effects> }"],["Iterate through all counties in the game","every_county = { limit = { <triggers> } <effects> }"],["Iterate through all counties in the region. Put 'region = region_name' inside it","every_county_in_region = { limit = { <triggers> } <effects> }"],["Iterate through every court_position_type in the database","every_court_position_type = { limit = { <triggers> } <effects> }"],["Iterate through all cultures in the game","every_culture_global = { limit = { <triggers> } <effects> }"],["Iterate through every culture_innovation in the database","every_culture_innovation = { limit = { <triggers> } <effects> }"],["Iterate through every culture_pillar in the database","every_culture_pillar = { limit = { <triggers> } <effects> }"],["Iterate through every culture_tradition in the database","every_culture_tradition = { limit = { <triggers> } <effects> }"],["Iterate through every decision in the database","every_decision = { limit = { <triggers> } <effects> }"],["Iterate through every doctrine in the database","every_doctrine = { limit = { <triggers> } <effects> }"],["Iterate through all domiciles","every_domicile = { limit = { <triggers> } <effects> }"],["Iterate through all duchies in the game","every_duchy = { limit = { <triggers> } <effects> }"],["Iterate through all dynasties. Use 'include_inactive = yes' to explicitly include inactive (without dynasty head) Dynasties.","every_dynasty = { limit = { <triggers> } <effects> }"],["Iterate through all empires in the game","every_empire = { limit = { <triggers> } <effects> }"],["Gets all epidemics in the world","every_epidemic = { limit = { <triggers> } <effects> }"],["Iterate through every epidemic_type in the database","every_epidemic_type = { limit = { <triggers> } <effects> }"],["Iterate through every geographical_region in the database","every_geographical_region = { limit = { <triggers> } <effects> }"],["Iterate through every government_type in the database","every_government_type = { limit = { <triggers> } <effects> }"],["Iterate through all active Great Projects.","every_great_project = { limit = { <triggers> } <effects> }"],["Iterate through every great_project_type in the database","every_great_project_type = { limit = { <triggers> } <effects> }"],["Iterate through all hegemonies in the game","every_hegemony = { limit = { <triggers> } <effects> }"],["Iterate through every holding_type in the database","every_holding_type = { limit = { <triggers> } <effects> }"],["Iterate through every house_aspiration in the database","every_house_aspiration = { limit = { <triggers> } <effects> }"],["Iterate through every house_relation_level in the database","every_house_relation_level = { limit = { <triggers> } <effects> }"],["Iterate through every house_relation_type in the database","every_house_relation_type = { limit = { <triggers> } <effects> }"],["Iterate through all counties that are important for at least some title","every_important_location = { limit = { <triggers> } <effects> }"],["Iterate through all items in global list. list = name or variable = name","every_in_global_list = { limit = { <triggers> } <effects> }"],["Iterate through all items in list. list = name or variable = name","every_in_list = { limit = { <triggers> } <effects> }"],["Iterate through all items in local list. list = name or variable = name","every_in_local_list = { limit = { <triggers> } <effects> }"],["Independent rulers list with a COUNT tier or above who hold land","every_independent_ruler = { limit = { <triggers> } <effects> }"],["Iterate through all inspirations in the world","every_inspiration = { limit = { <triggers> } <effects> }"],["Iterate through all characters with an inspirations in the world","every_inspired_character = { limit = { <triggers> } <effects> }"],["Iterate through all titles that are interested in any county","every_interested_title = { limit = { <triggers> } <effects> }"],["Iterate through all kingdoms in the game","every_kingdom = { limit = { <triggers> } <effects> }"],["Gets all legends in the world that have not been completed","every_legend = { limit = { <triggers> } <effects> }"],["Iterate through every legend_type in the database","every_legend_type = { limit = { <triggers> } <effects> }"],["Iterate through all living characters","every_living_character = { limit = { <triggers> } <effects> }"],["Iterate through all mercenary companies","every_mercenary_company = { limit = { <triggers> } <effects> }"],["Iterate through all open invite activities in the world","every_open_invite_activity = { limit = { <triggers> } <effects> }"],["Iterate through all player characters","every_player = { limit = { <triggers> } <effects> }"],["Iterate through all characters in the pool of the given province","every_pool_character = { limit = { <triggers> } <effects> }"],["Iterate through all provinces (skips non-land and impassable provinces)","every_province = { limit = { <triggers> } <effects> }"],["Iterate through all religions in the game","every_religion_global = { limit = { <triggers> } <effects> }"],["Rulers list with a COUNT tier o above.\nCan optionally filter by:\n* government:\tgovernment_type_filter = government_type:mandala_government (accepts saved scopes)\n* faith:\t\tfaith_filter = faith:catholic (accepts saved scopes)\n* culture:\t\tculture_filter = culture:greek (accepts saved scopes)\n* tier:\t\t\ttier_filter = kingdom (use county/duchy/kingdom/empire/hegemony, without tier_prefix. baronies are not supported)\n* independent:\tonly_independent = yes (if unspecified or set to 'no' vassals will be included in the list)","any_ruler = {\n\tgovernment_type = government_type:feudal_government\n\tonly_independent = yes\n\ttier = duchy\n\n\tlimit = {}\n\n\tyour effect...\n}\nevery_ruler = { limit = { <triggers> } <effects> }"],["Iterate through all provinces with a special building slot (built or un-built)","every_special_building_province = { limit = { <triggers> } <effects> }"],["Gets all available and accepted task contracts.\nOptionally specify a contract type filter\nevery_task_contract = { limit = { <triggers> } <effects> }","any_task_contract = { task_contract_type = laamp_raid_contract }"],["Iterate through every task_contract_type in the database","every_task_contract_type = { limit = { <triggers> } <effects> }"],["Iterate through every trait in the database","every_trait = { limit = { <triggers> } <effects> }"],["Iterate through all traits in a given category\nevery_trait_in_category = { limit = { <triggers> } <effects> }","any_trait_in_category = { category = fame/health/etc }"],["Iterate through every vassal_contract in the database","every_vassal_contract = { limit = { <triggers> } <effects> }"],["Effect not shown in tooltips",""],["Suppress errors for effects using to-be created objects (like artifacts or characters) in tooltips. The effects inside are hidden from the tooltip, with no description generated whatsoever!",""],["Executes enclosed effects if limit criteria are met","if = { limit = { <triggers> } <effects> }"],["Log a string to the info log when this effect executes, info_log = message, the message can be a localization string with ROOT, SCOPE and PREV available",""],["Log the current scope to the info log when this effect executes; yes = full scope info, no=only current scope",""],["Log a string to the *info* log followed by a stack trace.\nThe message can be a localization string with ROOT, SCOPE and PREV available.","\tinfo_log_stack_trace = \"This is a test message\""],["Invalidate and destroy the target activity, running its on_invalidate effect","invalidate_activity = scope:activity"],["Multiplies focus progress",""],["Tries to open the defined view.\nredirect = [yes|no] - yes by default, redirect the actor and recipients ( only works if secondary_actor and secondary_recipient are not setup or are invalid)\nactor = character_actor - must be defined, must coincide with the current player\nrecipient = character_actor - must be defined\nsecondary_actor = character_secondary_actor - optional\nsecondary_recipient = character_secondary_recipient - optional\ntarget_title = title - optional","interaction = interaction_key - the interaction object key to open"],["Tries to open the defined view without scope data.\nTake care to set player if effect is executed not through UI but through synchronized code. Else all the window will open for all players.","open_view = {\n view = <view name>\n view_message = <view specific instruction> # optional\n player = scope:character # optional, else shows for all players who execute the effect\n}simplified: open_view = <view name>"],["Tries to open the defined view with scope data.\nTake care to set player if effect is executed not through UI but through synchronized code. Else all the window will open for all players.\nsimplified: open_view_data = <view name>\nfor example: scope:faith = { open_view_data = faith_conversion }","open_view_data = {\n view = <view name>\n view_message = <view specific instruction> # optional\n player = scope:character # optional, else shows for all players who execute the effect\n}"],["Iterate through every accolade_type in the database","ordered_accolade_type = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all dynasties with dynasty head. Deprecated - use 'every/any/random dynasty with the optional parameter instead.","ordered_active_dynasty = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all activities in the world","ordered_activity = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every activity_type in the database","ordered_activity_type = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all existing artifacts","ordered_artifact = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all baronies in the game","ordered_barony = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every casus_belli_type in the database","ordered_casus_belli_type = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters with a royal court","ordered_character_with_royal_court = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Gets all legends in the world that have been completed","ordered_completed_legend = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["List all confederations","ordered_confederation = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every confederation_type in the database","ordered_confederation_type = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all counties in the game","ordered_county = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all counties in the region. Put 'region = region_name' inside it","ordered_county_in_region = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every court_position_type in the database","ordered_court_position_type = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all cultures in the game","ordered_culture_global = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every culture_innovation in the database","ordered_culture_innovation = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every culture_pillar in the database","ordered_culture_pillar = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every culture_tradition in the database","ordered_culture_tradition = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every decision in the database","ordered_decision = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every doctrine in the database","ordered_doctrine = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all domiciles","ordered_domicile = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all duchies in the game","ordered_duchy = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all dynasties. Use 'include_inactive = yes' to explicitly include inactive (without dynasty head) Dynasties.","ordered_dynasty = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all empires in the game","ordered_empire = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Gets all epidemics in the world","ordered_epidemic = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every epidemic_type in the database","ordered_epidemic_type = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every geographical_region in the database","ordered_geographical_region = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every government_type in the database","ordered_government_type = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all active Great Projects.","ordered_great_project = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every great_project_type in the database","ordered_great_project_type = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all hegemonies in the game","ordered_hegemony = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every holding_type in the database","ordered_holding_type = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every house_aspiration in the database","ordered_house_aspiration = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every house_relation_level in the database","ordered_house_relation_level = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every house_relation_type in the database","ordered_house_relation_type = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all counties that are important for at least some title","ordered_important_location = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all items in global list. list = name or variable = name","ordered_in_global_list = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all items in list. list = name or variable = name","ordered_in_list = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all items in local list. list = name or variable = name","ordered_in_local_list = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Independent rulers list with a COUNT tier or above who hold land","ordered_independent_ruler = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all inspirations in the world","ordered_inspiration = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters with an inspirations in the world","ordered_inspired_character = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all titles that are interested in any county","ordered_interested_title = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all kingdoms in the game","ordered_kingdom = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Gets all legends in the world that have not been completed","ordered_legend = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every legend_type in the database","ordered_legend_type = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all living characters","ordered_living_character = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all mercenary companies","ordered_mercenary_company = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all open invite activities in the world","ordered_open_invite_activity = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all player characters","ordered_player = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters in the pool of the given province","ordered_pool_character = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all provinces (skips non-land and impassable provinces)","ordered_province = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all religions in the game","ordered_religion_global = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Rulers list with a COUNT tier o above.\nCan optionally filter by:\n* government:\tgovernment_type_filter = government_type:mandala_government (accepts saved scopes)\n* faith:\t\tfaith_filter = faith:catholic (accepts saved scopes)\n* culture:\t\tculture_filter = culture:greek (accepts saved scopes)\n* tier:\t\t\ttier_filter = kingdom (use county/duchy/kingdom/empire/hegemony, without tier_prefix. baronies are not supported)\n* independent:\tonly_independent = yes (if unspecified or set to 'no' vassals will be included in the list)","any_ruler = {\n\tgovernment_type = government_type:feudal_government\n\tonly_independent = yes\n\ttier = duchy\n\n\tlimit = {}\n\n\tyour effect...\n}\nordered_ruler = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all provinces with a special building slot (built or un-built)","ordered_special_building_province = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Gets all available and accepted task contracts.\nOptionally specify a contract type filter\nordered_task_contract = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_task_contract = { task_contract_type = laamp_raid_contract }"],["Iterate through every task_contract_type in the database","ordered_task_contract_type = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through every trait in the database","ordered_trait = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all traits in a given category\nordered_trait_in_category = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_trait_in_category = { category = fame/health/etc }"],["Iterate through every vassal_contract in the database","ordered_vassal_contract = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Pans the camera to the specified province","pan_camera_to_province = scope:army.location"],["Pans the camera to the specified title","pan_camera_to_title = capital_barony"],["a random effect, random = { chance = X modifier = Y effects... }\nwhere X is a chance of the enclosed effects being fired and can be modified by optional value modifier list (AKA MTTH) Y",""],["Iterate through every accolade_type in the database","random_accolade_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all dynasties with dynasty head. Deprecated - use 'every/any/random dynasty with the optional parameter instead.","random_active_dynasty = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all activities in the world","random_activity = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every activity_type in the database","random_activity_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all existing artifacts","random_artifact = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all baronies in the game","random_barony = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every casus_belli_type in the database","random_casus_belli_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters with a royal court","random_character_with_royal_court = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets all legends in the world that have been completed","random_completed_legend = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["List all confederations","random_confederation = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every confederation_type in the database","random_confederation_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties in the game","random_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties in the region. Put 'region = region_name' inside it","random_county_in_region = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every court_position_type in the database","random_court_position_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all cultures in the game","random_culture_global = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every culture_innovation in the database","random_culture_innovation = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every culture_pillar in the database","random_culture_pillar = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every culture_tradition in the database","random_culture_tradition = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every decision in the database","random_decision = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every doctrine in the database","random_doctrine = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all domiciles","random_domicile = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all duchies in the game","random_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all dynasties. Use 'include_inactive = yes' to explicitly include inactive (without dynasty head) Dynasties.","random_dynasty = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all empires in the game","random_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets all epidemics in the world","random_epidemic = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every epidemic_type in the database","random_epidemic_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every geographical_region in the database","random_geographical_region = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every government_type in the database","random_government_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all active Great Projects.","random_great_project = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every great_project_type in the database","random_great_project_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all hegemonies in the game","random_hegemony = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every holding_type in the database","random_holding_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every house_aspiration in the database","random_house_aspiration = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every house_relation_level in the database","random_house_relation_level = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every house_relation_type in the database","random_house_relation_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties that are important for at least some title","random_important_location = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all items in global list. list = name or variable = name","random_in_global_list = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all items in list. list = name or variable = name","random_in_list = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all items in local list. list = name or variable = name","random_in_local_list = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Independent rulers list with a COUNT tier or above who hold land","random_independent_ruler = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all inspirations in the world","random_inspiration = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters with an inspirations in the world","random_inspired_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all titles that are interested in any county","random_interested_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all kingdoms in the game","random_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets all legends in the world that have not been completed","random_legend = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every legend_type in the database","random_legend_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["a random list effect\nSelects one effect from the list and fires it. The effects are weighted by numbers X1, X2... (the higher the number, the higher the chance of the effect being picked).\nThe chances can be modified by optional value modifier lists Y1, Y2... (AKA MTTH)","random_list = { X1 = { trigger = { enables/disable this effect} modifier/compare_modifier/opinion_modifier = Y1 effect1 } X2 = { trigger = { enables/disable this effect} modifier/compare_modifier/opinion_modifier = Y2 effect2 } ... }"],["Iterate through all living characters","random_living_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Log the current scope to the random log when this effect executes. Only use temprorarily for debugging purposes as it can introduce localized strings into the Scopes._Random log. yes = full scope info, no=only current scope",""],["Iterate through all mercenary companies","random_mercenary_company = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all open invite activities in the world","random_open_invite_activity = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all player characters","random_player = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters in the pool of the given province","random_pool_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all provinces (skips non-land and impassable provinces)","random_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all religions in the game","random_religion_global = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Rulers list with a COUNT tier o above.\nCan optionally filter by:\n* government:\tgovernment_type_filter = government_type:mandala_government (accepts saved scopes)\n* faith:\t\tfaith_filter = faith:catholic (accepts saved scopes)\n* culture:\t\tculture_filter = culture:greek (accepts saved scopes)\n* tier:\t\t\ttier_filter = kingdom (use county/duchy/kingdom/empire/hegemony, without tier_prefix. baronies are not supported)\n* independent:\tonly_independent = yes (if unspecified or set to 'no' vassals will be included in the list)","any_ruler = {\n\tgovernment_type = government_type:feudal_government\n\tonly_independent = yes\n\ttier = duchy\n\n\tlimit = {}\n\n\tyour effect...\n}\nrandom_ruler = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all provinces with a special building slot (built or un-built)","random_special_building_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets all available and accepted task contracts.\nOptionally specify a contract type filter\nrandom_task_contract = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_task_contract = { task_contract_type = laamp_raid_contract }"],["Iterate through every task_contract_type in the database","random_task_contract_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through every trait in the database","random_trait = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all traits in a given category\nrandom_trait_in_category = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_trait_in_category = { category = fame/health/etc }"],["Iterate through every vassal_contract in the database","random_vassal_contract = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Changes the county capital province holding to the designated type. If purge_secondary_holdings = yes, then all secondary province holdings in the county will be destroyed, unless their holding type is excluded with excluded_holding_type = <holding_type>\nscope:county_title = {\n}","raze_county = {\n\t\tholding_type = nomad_holding\n\t\tpurge_secondary_holdings = yes (optional, default = no)\n\t\texcluded_holding_type = temple_holding (optional, can be repeated)\n\t}"],["Forces a recalculation of heads of provided determination type\ndomain, herd","recalculate_cultural_heads_of_type = herd"],["Removes the current scope from a named list remove_from_list = <string>",""],["Removes a variable","remove_variable = variable_name"],["Removes the target from a variable list\nWhere X is the name of the variable\nWhere Y is an event target","remove_list_variable = { name = X target = Y }"],["Removes the target from a variable list\nWhere X is the name of the variable\nWhere Y is an event target","remove_list_variable = { name = X target = Y }"],["Removes the target from a variable list\nWhere X is the name of the variable\nWhere Y is an event target","remove_list_variable = { name = X target = Y }"],["Removes a variable","remove_variable = variable_name"],["remove law from scoped title. This will leave the law group empty, so only do this if you're getting rid of a law group. DOES NOT apply law removal costs and effects.","remove_title_law = princely_elective_succession_law"],["remove law from scoped title. This will leave the law group empty, so only do this if you're getting rid of a law group. DOES apply law removal costs and effects.","remove_title_law = princely_elective_succession_law"],["Removes a variable","remove_variable = variable_name"],["resolve_title_and_vassal_change = scope:change\nExecute and destory the target title and vassal change, the change cannot be used after calling this effect","Execute and destory the target title and vassal change, the change cannot be used after calling this effect"],["Rounds a variable to the nearest specified value\nWhere X is the name of the variable\nWhere Y is a script value","round_variable = { name = X nearest = Y }"],["Rounds a variable to the nearest specified value\nWhere X is the name of the variable\nWhere Y is a script value","round_variable = { name = X nearest = Y }"],["Rounds a variable to the nearest specified value\nWhere X is the name of the variable\nWhere Y is a script value","round_variable = { name = X nearest = Y }"],["Execute/send the given interaction\nredirect = [yes|no] - yes by default, redirect the actor and recipients ( only works if secondary_actor and secondary_recipient are not setup or are invalid)\nactor = character_actor - must be defined\nrecipient = character_actor - must be defined\nsecondary_actor = character_secontary_actor - optional\nsecondary_recipient = character_secondary_recipient - optional\nexecute_threshold = accept/maybe/decline - will be executed immediately if the AI response is at least this\nsend_threshold = accept/maybe/decline - will be sent if the AI response is at least this\nAt least one of execute_threshold and send_threshold must be set","interaction = interaction_key - the interaction object key to run"],["Saves the scoped character's opinion of the target character as an arbitrarily-named target to be referenced later in the (unbroken) event chain","save_opinion_value_as = { name = <string> target = x }"],["Saves the current scope as an arbitrarily-named target to be referenced later in the (unbroken) event chain","save_event_target_as = <string>"],["Saves a numerical or bool value as an arbitrarily-named target to be referenced later in the (unbroken) event chain","save_scope_value_as = { name = <string> value = x }"],["Saves the scoped character's opinion of the target character as an arbitrarily-named target to be referenced later in the in the same effect","save_temporary_opinion_value_as = { name = <string> target = x"],["Saves the current scope as an arbitrarily-named temporary target to be referenced later in the same effect","save_temporary_event_target_as = <string>"],["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 }"],["Sends a tutorial_finished telemetry event with China version parameter",""],["Sends a tutorial_started telemetry event with China version parameter",""],["Sends a tutorial_finished telemetry event with Long version parameter",""],["Sends a tutorial_started telemetry event with Long version parameter",""],["Sends a tutorial_finished telemetry event with Short version parameter",""],["Sends a tutorial_started telemetry event with Short version parameter",""],["Sets focus progress",""],["Sets the chance for a generated character to be asexual","set_generated_asexuality_chance = 20"],["Sets the chance for a generated character to be bisexual","set_generated_bisexuality_chance = 20"],["Sets the chance for a generated character to be homosexual","set_generated_homosexuality_chance = 20"],["Sets a variable\nWhere X is the name of the variable used to then access it\nWhere Y is any event target, bool, value, script value or flag (flag:W)\nAn optional days where Z is the number of days or script value\nThis variable will be accessible with <type_>var:X. With type being in a scope object or in a top scope\nCan also be used as set_variable = X (equivalent to set_variable = { name = X value = yes })","set_variable = { name = X value = Y days = Z }"],["Sets a variable\nWhere X is the name of the variable used to then access it\nWhere Y is any event target, bool, value, script value or flag (flag:W)\nAn optional days where Z is the number of days or script value\nThis variable will be accessible with <type_>var:X. With type being in a scope object or in a top scope\nCan also be used as set_variable = X (equivalent to set_variable = { name = X value = yes })","set_variable = { name = X value = Y days = Z }"],["Set the gender of the unborn child","set_pregnancy_gender = female/male/random"],["Make characters ruler objective to be the give decision.\nThis will provide additional advice if the decision supports it.","some_character = {\n\tset_ruler_objective_decision = <decision>\n}"],["Sets a variable\nWhere X is the name of the variable used to then access it\nWhere Y is any event target, bool, value, script value or flag (flag:W)\nAn optional days where Z is the number of days or script value\nThis variable will be accessible with <type_>var:X. With type being in a scope object or in a top scope\nCan also be used as set_variable = X (equivalent to set_variable = { name = X value = yes })","set_variable = { name = X value = Y days = Z }"],["This effect will add a scope:cb_prestige_factor with a value based on what's being taken\nWon't steal land from people not vassalized","setup_claim_cb = {\n\tattacker = scope:attacker\n\tdefender = scope:defender\n\tclaimant = scope:claimant\n\tchange = scope:change\n\tvictory = yes/no\n\ttake_occupied = yes/no\n\n\t# Will vassalize people based on their capital location rather than being fully contained.\n\tcivil_war = yes\n}"],["This effect will add a scope:cb_prestige_factor with a value based on what's being taken","setup_de_jure_cb = {\n\tattacker = scope:attacker\n\tdefender = scope:defender\n\tchange = scope:change\n\tvictory = yes/no\n\n\t# Optional; will make it target a specific dejure title rather than *everything* that is dejure the attacker's\n\ttitle = scope:title\n}"],["This effect will add a scope:cb_prestige_factor with a value based on what's being taken","setup_invasion_cb = {\n\tattacker = scope:attacker\n\tdefender = scope:defender\n\tchange = scope:change\n\tvictory = yes/no\n\ttake_occupied = yes/no\n}"],["Effect only shown in tooltips (but not executed)",""],["Start a Situation of a specific situation type, optionally in a specific starting phase.\nYou can also optionally override named sub-regions with custom data.","start_situation = {\n\ttype = X\n\t<start_phase = Y>\n\t<save_scope_as = scope_name>\n\t<save_temporary_scope_as = scope_name>\n\n\tsub_region = {\n\t\tkey = my_sub_region\n\t\t<start_phase = my_first_phase>\n\t\t<geographical_regions = { ... }>\n\t\t<map_color = { 0 0 0 }>\n\t}\n\tsub_region = {\n\t\t...\n\t}\n}"],["Start a struggle, start_struggle = { struggle_type = X start_phase = Y }where X is a struggle type, Y is a phase","start_struggle = { struggle_type = X start_phase = Y } where X is a struggle type, Y is a phase"],["Starts the tutorial lesson with the given key. Does nothing if the tutorial is not running, the lesson is completed (or already running), or the lesson cannot be triggered (e.g. trigger fails)",""],["Log key value pairs to a given category via the elastic logging statistics\nThe loc keys will have ROOT, SCOPE, THIS, and PREV available","stats_log = { category = string <string> = <loc_key> }"],["Switch on a trigger for the evaluation of another trigger with an optional fallback trigger.","switch = {\n\ttrigger = simple_assign_trigger\n\tcase_1 = { <effects> }\n\tcase_2 = { <effects> }\n\tcase_n = { <effects> }\n\tfallback = { <effects> }"],["triggers an event or on_action","trigger_event = {\n id = <event ID> # or:\n on_action = <on_action name> # or:\n saved_event_id = <event target with event ID> # example: scope:my_flag_name\n\n # optionally, the event can be delayed via one of those choices: days/months/years = <num>\n days/months/years = { <num> <num> } # pick a value randomly from the range\n trigger_on_next_date = \"<year>.<month>.<day>\" # trigger on a specific date in the future\n trigger_on_next_date = \"<month>.<day>\" # trigger the next time this date is reached (this or next year)\n delayed = yes # delay to the next tick\n}"],["Tries to create an important action notification. Will keep the current one if already exists.\nscope_name = object - optional, saves the object as the named scope to be be used by the important action effect","important_action_type = important_action_type_key - the important action object key to create. Must be defined."],["Tries to create an suggestuib notification. Will keep the current one if already exists.\nactor = character_actor - optional, can be used by the suggestion effect\nrecipient = character_actor - optional, can be used by the suggestion effect\nsecondary_actor = character_secondary_actor - optional, can be used by the suggestion effect\nsecondary_recipient = character_secondary_recipient - optional, can be used by the suggestion effect\nlanded_title = landed_title - optional, can be used by the suggestion effect","suggestion_type = suggestion_type_key - the suggestion action object key to create. Must be defined."],["Repeats enclosed effects while limit criteria are met or until set iteration count is reached\nwhile = { count = 3 <effects> }\nDefault max of 1000.","while = { limit = { <triggers> } <effects> }"],["accept_activity_invite = activity\nThe scoped character accepts the invitation to the target activity, using their default travel plan.",""],["accept_activity_invite_without_travel = activity\nThe scoped character accepts the invitation to the target activity, without adding a travel plan.\nThe character will need to be at the location or they will be kicked out of the activity.",""],["accept_task_contract = TASK_CONTRACT_SCOPE",""],["add_amenity_level = { type = food value = 2 }\nIncreases the amenity type by the given value for the scoped character","Increases the amenity type by the given value for the scoped character"],["adds barter goods to a character",""],["adds a character flag","add_character_flag = X\nadd_character_flag = { flag = X days/weeks/years = Y }\nwhere X is the name of the flag and Y is a value or value interval \"{ min max }\""],["Add a modifier to a character\nadd_character_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_character_modifier = name"],["Add the target character to the scoped character's list of contacts","add_contact = CHARACTER_SCOPE"],["Add the target character to the scope character's court",""],["add_dead_character_flag = {\nyears/weeks/days = { <min_number> <max_number> } - years/weeks/days this flag is supposed to last\n}\nAdds a flag to a dead character. A duration is required.","flag = <name> - name of the flag"],["Adds lifestyle per points to the given character",""],["Adds lifestyle XP to the given character",""],["adds (or removes) dread to a character",""],["adds gold to a character",""],["Adds a hook on a character\nNote: 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.\nDoes send a toast to the player if it's involved.","add_hook = { type = X, target = Y, secret = Z, days/months/years = W }"],["Adds a hook on a character\nNote: 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.\nDoes NOT send a toast to the player.","add_hook = { type = X, target = Y, secret = Z, days/months/years = W }"],["Adds lifestyle per points to the given character",""],["Adds lifestyle XP to the given character",""],["add_joined_faction_discontent = X adds (or subtracts) discontent to the factions the scope character is in",""],["Adds the right hand side character as knowing of the killer of the scoped object","dead_person = { add_knows_of_killer = root }"],["Adds lifestyle per points to the given character",""],["Adds lifestyle XP to the given character",""],["Add or remove legitimacy to the scoped living playable character",""],["Add gold to 'long term' AI budget category, respecting maximums, overflow goes into Short Term budget. (gold will be created out of nowhere)character, add_long_term_gold = X","add_long_term_gold = X"],["Adds lifestyle per points to the given character",""],["Adds lifestyle XP to the given character",""],["Adds a temporary opinion modifier, add_opinion = { modifier = X days/months/years = Y target = Z }\nX 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.","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."],["Adds the perk for this character",""],["Adds a personal claim on the target artifact to the scoped character",""],["gives (or takes) piety to a character",""],["gives (or takes) piety and experience of a character, whether positive or negative",""],["gives (or takes) piety experience to a character",""],["increases (or decreases) the piety level of a character",""],["gives (or takes) piety without experience to a character",""],["gives a pressed claim to a character",""],["gives (or takes) prestige to a character",""],["gives (or takes) prestige and experience of a character, whether positive or negative",""],["gives (or takes) prestige experience to a character",""],["increases (or decreases) the prestige level of a character",""],["gives (or takes) prestige without experience to a character",""],["Adds the given law to the scoped character",""],["Adds the given law to the scoped character. Skips the cost and the pass effect, and the revoke effects of the current law",""],["Adds a flag to an existing relation","add_relation_flag = {\n relation = scripted_relation\n flag = flag_name (declared in the relation's script)\n target = other_character\n}"],["Add gold to 'reserved' AI budget category, respecting maximums, overflow goes into Short Term budget. (gold will be created out of nowhere)character, add_reserved_gold = X","add_reserved_gold = X"],["Sets a scheme cooldown for the scope character towards = { target=target_character type=scheme_type days/weeks/months/years = duration }",""],["Adds a secret\nNote 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.\nTest 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 }"],["Add gold to 'short term' AI budget category, respecting maximums, overflow goes into Short Term budget. (gold will be created out of nowhere)character, add_short_term_gold = X","add_short_term_gold = X"],["Adds lifestyle per points to the given character",""],["Adds lifestyle XP to the given character",""],["increases (or decreases) stress of a character",""],["Adds the given amount of subject standing to the scope character's current subject contract","add_subject_standing = { add = learning max = 10 }"],["add_targeting_factions_discontent = X adds (or subtracts) discontent to all the factions that are targeting the scope character",""],["add_to_activity = activity\nThe scoped character is invited to and accepts an invitation to join the target activity, using their default travel plan",""],["add_to_activity = activity\nThe scoped character is invited to and accepts an invitation to join the target activity, without adding a travel plan.\nThe character will need to be at the location or they will be kicked out of the activity.",""],["Adds a character to a specific agent slot",""],["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)",""],["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)",""],["Adds XP to the trait level track for the scoped character. Track name is required if the trait has multiple tracks, otherwise should not be provided.","add_trait_xp = { trait = <trait_key> track = <track_key> value = <script_value> }"],["adds treasury to a character",""],["adds treasury if exists, otherwise gold to character",""],["Sets the both-way truce against the specified character\n'character' specifies the target character\n'override' says whether it should replace the previous truce even if shorter\n'years / months / days' sets the duration of the truce\n'result' specifies the result from the scope character's point of view ('white_peace' by default)\n'casus_belli' sets the casus belli scope that caused the truce, mutually exclusive with 'name'\n'name' sets a custom description. Dynamic description with the current scope\n'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 }"],["Sets the truce against the specified character\n'character' specifies the target character\n'override' says whether it should replace the previous truce even if shorter\n'years / months / days' sets the duration of the truce\n'result' specifies the result from the scope character's point of view ('white_peace' by default)\n'casus_belli' sets the casus belli scope that caused the truce, mutually exclusive with 'name'\n'name' sets a custom description. Dynamic description with the current scope","add_truce_one_way = { character = X years/months/days = Y override = yes/no result = victory/defeat/white_peace casus_belli/war = Z }"],["adds (or removes) tyranny to (or from) a character","effect = { add_tyranny = { X } }"],["gives an unpressed claim to a character",""],["Add the target character as the scope character's guest",""],["Adds lifestyle per points to the given character",""],["Adds lifestyle XP to the given character",""],["Add gold to 'war chest' AI budget category, respecting maximums, overflow goes into Short Term budget. (gold will be created out of nowhere)character, add_war_chest_gold = X","add_war_chest_gold = X"],["Set scoped character as parent ot the targetscope:new_parent = { adopt = scope:offspring }",""],["Force the AI to evaluate possible buildings they can build/upgrade within their domain and start construction if they can afford it.\u0007i_attempt_to_build_building_effect = yes",""],["Force the AI to re-evaluate the given activity type and see if they want to host it. This overrides the ai_check_interval and activity cooldown.","ai_attempt_to_host_activity = activity_type"],["Starts the 'best' AI scored war possible, from the list of filtered possible wars available to the AI character.","ai_start_best_war = {\n\t# Optional list of CBs that the war must have\tcb = { <valid_casus_belli_type1> <valid_casus_belli_type2> }\n # If the cb target data from the AI should be recalculated. Otherwise uses current calculated data. (only use if needed!) recalculate_cb_targets = no\n # Filter possible wars, called with scopes:\n # root - Current AI character\n # scope:target_character - CB Target Character\n # scope:target_title - CB (first) Target Title\n # scope:target_titles - Target Titles list\n # scope:claimant - Character that is Claimant for CB (if present)\n # scope:casus_belli_type - CB type\n # scope:has_hostage - Boolean if target_character has a hostage for current AI character\n # scope:score - AI score for CB\n\tis_valid = { ... }\n # Effect called when war was successfully started (scopes are similar to is_valid)\ton_success = { ... }\n\t# Effect called when no war was found or successfully started\ton_failure = { ... }\n}"],["Allows (previously broken) alliance with the target character",""],["Allow the character to join the scheme as an agent",""],["The scope character fires the target character from the council without rule checks e.g. ai_can_reassign_council_positions.",""],["The scope character fires the target character from the council without running on_actions and without rule checks e.g. ai_can_reassign_council_positions.",""],["Apply the new level for the most desired AI obligation level the liege in the contract wants",""],["Apply the new level for the most desired AI obligation level the vassal in the contract wants",""],["Apply the new level for the most desired AI obligation level the liege in the contract wants",""],["Apply the new level for the most desired AI obligation level the vassal in the contract wants",""],["Appoints the target character in target court position within scoped character's court\ncourt_position = court position type - court position type to assign the receiver","recipient = character scope - target character to receive the title"],["Assigns the target character to the council task","assign_council_task = {\n council_task = council_task_scope\n target = character_taking_the_position fire_on_actions = [yes]\n}"],["Assigns the target character to a council position of a specific type.\nIf 'remove_existing_councillor = yes', any existing councillor is removed before assigning. (not fired)","assign_councillor_type = {\n type = <council_position_type_key>\n target = character_taking_the_position\n fire_on_actions = [yes]\n remove_existing_councillor = [no]\n}"],["The character gets banished.",""],["becomes and independent ruler. becomes_independent = { change = 'previously created title_and_vassal_change'",""],["Breaks the alliance with the target character",""],["Ends the truce against the specified character, and theirs against the scoped character. cancel_truce_both_ways = scope:character",""],["Ends the truce against the specified character. cancel_truce_one_way = scope:character",""],["Changes the character's age by the given amount. Sets age to 0 if it'd end up below 0. Note that this will completely bypass birthday on-actions, age-related health, and so on, just like the console command\nUsage: change_age = script value","Usage: change_age = script value"],["Changes the current court grandeur of a character with a royal court, clamped between NRoyalCourt::COURT_GRANDEUR_MIN and NRoyalCourt::COURT_GRANDEUR_MAX.",""],["Change the current weight of the scoped character","change_current_weight = 20"],["Change scales of power swing for the active diarchy","change_diarchy_swing = -5"],["Change the first name of a character\nchange_first_name = { template_character = scope:character } # copy name from the template character","change_first_name = <dynamic_description>"],["changes the government type of a ruler",""],["changes influence of a character",""],["changes influence (without experience) of a character",""],["changes influence experience of a character",""],["changes the influence level of a character",""],["changes influence and experience of a character, whether positive or negative",""],["= { liege = 'Character that should become the new liege' change = 'previously created title_and_vassal_change', adds a liege change",""],["changes merit of a character - always includes proportional experience, whether positive or negative",""],["changes merit experience of a character",""],["changes the merit level of a character",""],["changes merit (without experience) of a character",""],["Changes the charater's prison type. Scoped character is the prisoner. Accepts any static modifier (see also improson effect).","change_prison_type = house_arrest"],["Change strife opinion caused by the scoped character\nscope:diarch = { change_strife_opinion = 15 }",""],["Change the target weight of the scoped character","change_target_weight = 20"],["Changes the trait rank = { trait = trait_group rank = change max = maximum new rank }",""],["Remove any existing timeout a character's participation in any appointment.","clear_appointment_timeout = yes"],["Remove any currently set designated heir of a character.","clear_designated_heir = yes"],["Clears forced voting","clear_forced_vote = yes"],["complete_activity_intent = bool\nComplete the scoped character's current intent in their involved activity",""],["'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.",""],["'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.",""],["'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.",""],["'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.",""],["'Consume' 1 revoke title reason that the scoped character has on the target character.",""],["copies the inheritable appearance attributes (inheritable genes in the character's DNA string) from the target character to the scoped character",""],["Copies a piece of localized text from the target character for the given key.","copy_localized_text = { key = key target = 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.\nOR as a short hand use just the target to use the owner and target as the allied through characters\ncreate_alliance = scope","create_alliance = {\n\ttarget = scope\n\tallied_through_owner = scope\n\tallied_through_target = scope\n}"],["Creates a new artifact and adds it to the inventory of the given character\nBe aware that we make use of the current scopes implicitly. This is done in common/artifacts/visuals\ndescription = dynamic description - artifact description\nrarity = enum - artifact rarity, ex. legendary\ntype = flag - inventory slot type, ex. trinket\nmodifier = static modifier - applied to the character whom wields this artifact\ndurability = script value - new durability, will be max by default\nmax_durability = script value - Optional. A value for the max durability, which would override the one normally assigned by the defines\ndecaying = yes/no - Optional. Set if artifact decays with time. Yes by default\nhistory = artifact history entry - custom history entry to denote for example that this is artifact was reforged by someone else than the owner\ntype = artifact history entry type - available types:\ncreated_before_history\ncreated\nprize_created\ndiscovered\ncreator_discovered\nclaimed_by_house\ngiven\nstolen\ninherited\nconquest\ntaken_in_siege\ntaken_in_battle\nwon_in_duel\npurchased\nprize_awarded\nransomed\nreforged\ntemplate = artifact scripted template - a scripted base template with triggers and modifiers\nvisuals = artifact visual type - how this artifact should appear visually\ngenerate_history = bool - automatically generate a new history entry if none has been scripted?\nquality = script value - new quality, used in AI scoring\nwealth = script value - new wealth, used in AI scoring\ncreator = character scope - set a custom creator of the artifact ( default is the owner )\nvisuals_source = scope containing landed title, dynasty or house - set a source of coat of arms graphics for the artifact\n(only few artifact models actually make use of it. Most notable - banners)\nsave_scope_as = new artifact - an optional way to get a reference to the newly created artifact\ntitle_history = title - history entries of the given title will be added to the artifact history\ntitle_history_date = game date - from which date onwards to copy historical entries from given title\ncreator = character scope - set a custom creator of the artifact ( default is the owner )","name = dynamic description - artifact name"],["The scope character creates a cadet branch of the house they are in.","<founding character> = {\n\tcreate_cadet_branch = {\n\t\tname = <dynamic_description> # optional\n\t\tcoat_of_arms = <coa key> # optional\n\t\tspread_to_descendants = <yes/no> # optional, default: yes\n\t\tsave_scope_as = <name>\n\t}\n}\n\nNote: The used character must belong to a house, but not be the head of that house."],["Creates a memory for the character of a given type and participants plus an optional duration. Saved as scope:new_memory.","create_character_memory = { type = memory_type participants = { tag = scope } duration = { years = 3 } }"],["Creates a confederation and adds the scoped character as a member.\nThe confederation will be saved to scope:new_confederation","create_confederation = {\n\tname = key/dynamic description\n\ttype = <confederation type> # Optional. Type of confederation to create.\n\tleader = <house> # Optional. House that leads the confederation.\n}"],["Creates a new divergent culture from the scope character's culture. The new culture will keep all pillars and traditions of the parent culture � it is up to the user to add or remove pillars and traditions as appropriate.The new divergent culture is saved as scope:new_culture.","create_divergent_culture = yes"],["Creates a new divergent culture from the scope character's culture. This also incurs the cost, does conversion, and such, just as if you'd diverged via the UI. Unlike create_divergent_culture, it will change ethos and suchThe new culture is NOT saved as a scope due to technical limitations.","create_divergent_culture_with_side_effects = yes"],["Creates a new divergent culture from the scope character's culture. Ignores the cost, does conversion, and such, just as if you'd diverged via the UI. Unlike create_divergent_culture, it will change ethos and suchThe new culture is NOT saved as a scope due to technical limitations.","create_divergent_culture_with_side_effects_excluding_cost = yes"],["Create a new dynasty (and house) with the scope character as it's head.","<founding character> = {\n\tcreate_dynasty = {\n\t\tprefix = <loc key> # optional\n\t\tname = <dynamic_description> # optional\n\t\tcoat_of_arms = <coa key> # optional\n\t\tspread_to_descendants = <yes/no> # optional, default: yes\n\t\tsave_scope_as = <scope name> #optional\n\t}\n}\n\nNote: The used character may not be the head of the dynasty or house that they are leaving."],["the scoped character creates a faction of the specified type against the specified target, create_faction = { type = X target = Y }",""],["Creates a new hybrid culture from the scope character's culture and the RHS culture. The new culture will have a random mix of pillars and traditions from both, like when the AI hybridizes. The new hybrid culture is saved as scope:new_culture.","create_hybrid_culture = culture:anglo-saxon"],["Creates a new hybrid culture from the scope character's culture and the RHS culture. The new culture will have a random mix of pillars and traditions from both, like when the AI hybridizes. This also incurs the cost, does conversion, and such, just as if you'd hybridized via the UI. The new hybrid culture is NOT saved as a scope due to technical limitations.","create_hybrid_culture_with_side_effects = culture:anglo-saxon"],["create_inspiration = inspiration_type\nCreates an inspiration of a given type owned by scoped character, new inspiration is saved as scope:new_inspiration\nAs above but overrides the base cost compared to the one defined in the type","create_inspiration = { type = inspiration_type gold = script_value }"],["Creates a new legend owned by the scoped character.","create_legend = {\n\ttype = heroic\n\tquality = famed\n\tchronicle = chronicle_type\n\tproperties = {\n\t\t<key> = scope\n\t\t<key> = scope\n\t\t# Where each <key> must match to the property of that chronicle type\n\t\t# and the resulting scope object must be of the type of that property\n\t}\n\tprotagonist = character # optional, defaults to scoped character\n\tsave_scope_as = new_legend # optional\n}"],["Creates a new legend ssed owned by the scoped character.","create_legend_seed = {\n\ttype = heroic\n\tquality = famed\n\tchronicle = chronicle_type\n\tproperties = {\n\t\t<key> = scope\n\t\t<key> = scope\n\t\t# Where each <key> must match to the property of that chronicle type\n\t\t# and the resulting scope object must be of the type of that property\n\t}\n}"],["Create MaA regiment for a ruler.\nIf title is set, MaA will be created as title troops\nscope:ruler = {\ncreate_maa_regiment = {\ntype = light_footmen # mutually exclusive with type_of\ntype_of = scope:maa_regiment # mutually exclusive with type. Take MaA type from the scoped regiment\ncheck_can_recruit = no\ntitle = scope:title\nsize = 5\n}\n}","create_maa_regiment = light_footmen"],["creates and initializes a story cycle with the current character as owner\ncreate_story = {\ntype = story_type\nsave_scope_as/save_temporary_scope_as = scope_name # optional way to get a reference to the new story}","create_story = story_type"],["create_task_contract = {\n#Mandatory parameters\ntask_task_contract_tier = VALUE\nlocation = PROVINCE_SCOPE\n#Optional parameters\ntask_contract_employer = CHARACTER_SCOPE\ndestination = PROVINCE_SCOPE\ntarget = CHARACTER_SCOPE\nsave_scope_as = new_task_contract # optional\n}","task_contract_type = TYPE_NAME"],["kills a character, death = { killer = X death_reason = Y artifact = Z }, where X is a character and Y is one of the death reason keys. Optionally artifact Z will be used as the killing artifact instead of the defaulted one from the killer's slot for that death reason's definition. Or death = natural which will pick a natural death reason to kill the character from.",""],["decline_activity_invite = activity\nThe scoped character declines the invitation to the target activity",""],["The character gets deposed.",""],["Current scoped diarch is deposed and replaced with the next from the line of succession","depose_diarch = yes/no"],["Designated target character as a future diarch",""],["Destroys ALL event troop regiments belonging to the scoped character.","destroy_all_event_troops = yes/no"],["Destroys a title","destroy_title = title:<title>"],["Calculate and set budget base-rate values based on allocation modifiers and current income.\nWill apply cost and opinion effects.","enact_treasury_budgets = yes"],["Calculate and set budget base-rate values based on allocation modifiers and current income.\nWill NOT cost anything NOR apply opinion effects. Will recalculate modifiers.","enact_treasury_budgets_init = yes"],["Calculate and set budget base-rate values based on allocation modifiers and current income.\nWill NOT cost anything or apply opinion effects.","enact_treasury_budgets_no_costs = yes"],["Calculate and set budget base-rate values based on allocation modifiers and current income.\nWill NOT cost anything NOR apply opinion effects.","enact_treasury_budgets_no_costs_no_opinion_effects = yes"],["Calculate and set budget base-rate values based on allocation modifiers and current income.\nWill apply costs, but no opinion effects.","enact_treasury_budgets_no_opinion_effects = yes"],["End diarchy for the character","end_diarchy = yes/no"],["end a pregnancy",""],["Ends the scoped character's current tributary contract.",""],["Iterate through all acclaimed knights employed by a given character","every_acclaimed_knight = { limit = { <triggers> } <effects> }"],["Iterate through all Accolades of a given liege character's Acclaimed Knights","every_accolade = { limit = { <triggers> } <effects> }"],["Iterate through all active Accolades of a given liege character's Acclaimed Knights\nOptionally specify an accolade parameter filter\nevery_active_accolade = { limit = { <triggers> } <effects> }","any_active_accolade = { accolade_parameter = accolade_organize_army_bonus }"],["Iterate through all titles that can be created by the character. (only for alerts)","every_alert_creatable_title = { limit = { <triggers> } <effects> }"],["Iterate through all titles that can be usurped by the character. (only for alerts)","every_alert_usurpable_title = { limit = { <triggers> } <effects> }"],["Iterate through all allies","every_ally = { limit = { <triggers> } <effects> }"],["Iterate through all the ancestors of the scope character up to 5 generations","every_ancestor = { limit = { <triggers> } <effects> }"],["Iterate through all armies","every_army = { limit = { <triggers> } <effects> }"],["Iterate through all task contracts of location of root province","every_available_task_contract = { limit = { <triggers> } <effects> }"],["Gets all accepted task contracts of the root character\nOptionally specify a contract type filter\nevery_character_active_contract = { limit = { <triggers> } <effects> }","any_character_active_contract = { task_contract_type = laamp_raid_contract }"],["Iterate through all artifacts in a given characters inventory","every_character_artifact = { limit = { <triggers> } <effects> }"],["Gets epidemics affecting the scoped character","every_character_epidemic = { limit = { <triggers> } <effects> }"],["Iterate through all situations that a character is participating in","every_character_situation = { limit = { <triggers> } <effects> }"],["Iterate through all struggles that character is involved in. Optional: Narrow down the involvement status *_chracter_struggle = { involvement = involved | interloper }","every_character_struggle = { limit = { <triggers> } <effects> }"],["Gets all task contracts of the scoped character\nOptionally specify a contract type filter\nevery_character_task_contract = { limit = { <triggers> } <effects> }","any_character_task_contract = { task_contract_type = laamp_raid_contract }"],["Scopes from a character to a neighboring county (incl. across water, looking trough the de Jure lieges)","every_character_to_title_neighboring_and_across_water_county = { limit = { <triggers> } <effects> }"],["Scopes from a character to a neighboring duchy (incl. across water, looking trough the de Jure lieges)","every_character_to_title_neighboring_and_across_water_duchy = { limit = { <triggers> } <effects> }"],["Scopes from a character to a neighboring empire (incl. across water, looking trough the de Jure lieges)","every_character_to_title_neighboring_and_across_water_empire = { limit = { <triggers> } <effects> }"],["Scopes from a character to a neighboring kingdom (incl. across water, looking trough the de Jure lieges)","every_character_to_title_neighboring_and_across_water_kingdom = { limit = { <triggers> } <effects> }"],["Scopes from a character to a neighboring county (looking trough the de Jure lieges)","every_character_to_title_neighboring_county = { limit = { <triggers> } <effects> }"],["Scopes from a character to a neighboring duchy (looking trough the de Jure lieges)","every_character_to_title_neighboring_duchy = { limit = { <triggers> } <effects> }"],["Scopes from a character to a neighboring empire (looking trough the de Jure lieges)","every_character_to_title_neighboring_empire = { limit = { <triggers> } <effects> }"],["Scopes from a character to a neighboring kingdom (looking trough the de Jure lieges)","every_character_to_title_neighboring_kingdom = { limit = { <triggers> } <effects> }"],["Iterate through all traits a character has","every_character_trait = { limit = { <triggers> } <effects> }"],["Wars of the scoped character","every_character_war = { limit = { <triggers> } <effects> }"],["Iterate through all children","every_child = { limit = { <triggers> } <effects> }"],["Iterate through the titles of all claims held by a character; parameters: explicit = yes/no/all pressed = yes/no/all","every_claim = { limit = { <triggers> } <effects> }"],["Iterate through all claimed artifacts of the scoped character","every_claimed_artifact = { limit = { <triggers> } <effects> }"],["Iterate through all the close family [father, mother, siblings, children, grandparents]","every_close_family_member = { limit = { <triggers> } <effects> }"],["Iterate through all the close and extended relatives [father, mother, siblings, children, grandparents, uncles/aunts, nephew/niece, cousins]","every_close_or_extended_family_member = { limit = { <triggers> } <effects> }"],["Iterate through all concubines","every_concubine = { limit = { <triggers> } <effects> }"],["Iterate through all consorts (concubines and spouses)","every_consort = { limit = { <triggers> } <effects> }"],["Iterate through all contact characters of the root character","every_contact = { limit = { <triggers> } <effects> }"],["Iterate through all councillors","every_councillor = { limit = { <triggers> } <effects> }"],["Iterate through all valid candidates for a court position type.\n*_court_position_candidate = {\nOR\ncourt_position = scope:my_scoped_court_position_type\n...\n}\nevery_court_position_candidate = { limit = { <triggers> } <effects> }","court_position = bodyguard_court_position"],["Iterates through all characters that employ the scoped character in any court position.","every_court_position_employer = { limit = { <triggers> } <effects> }"],["Iterates through all characters employed by the scoped character in the target court position.","every_court_position_holder = { limit = { <triggers> } <effects> }"],["Iterate through all courtiers","every_courtier = { limit = { <triggers> } <effects> }"],["Iterate through all courtiers that are away","every_courtier_away = { limit = { <triggers> } <effects> }"],["Iterate through all courtiers and guests (pool and foreign court guests)","every_courtier_or_guest = { limit = { <triggers> } <effects> }"],["Iterate through all de jure claims for a character","every_de_jure_claim = { limit = { <triggers> } <effects> }"],["Iterate through all character in the diarchy line of succession.If there's no active diarchy or active one doesn't have succession,it iterates over regency candidates","every_diarchy_succession_character = { limit = { <triggers> } <effects> }"],["Iterate through all diplomacy-based councillors","every_diplomacy_councillor = { limit = { <triggers> } <effects> }"],["Iterate through all directly owned provinces","every_directly_owned_province = { limit = { <triggers> } <effects> }"],["Iterate through all titles the scoped character can vote on","every_election_title = { limit = { <triggers> } <effects> }"],["Iterate through all equipped artifacts in a given characters inventory","every_equipped_character_artifact = { limit = { <triggers> } <effects> }"],["Iterate through all the extended family [uncles/aunts, nephew/niece, cousins]","every_extended_family_member = { limit = { <triggers> } <effects> }"],["Iterate through all guests visiting from another court (in contrast to pool_guest they have a liege)","every_foreign_court_guest = { limit = { <triggers> } <effects> }"],["Iterate through all former concubines. Not persisted past death","every_former_concubine = { limit = { <triggers> } <effects> }"],["Iterate through all former concubinists. Not persisted past death","every_former_concubinist = { limit = { <triggers> } <effects> }"],["Iterate through all former spouses","every_former_spouse = { limit = { <triggers> } <effects> }"],["Iterate through all councillors that are not related to a skill","every_general_councillor = { limit = { <triggers> } <effects> }"],["Iterate through all grand-parents of the scope character","every_grandparent = { limit = { <triggers> } <effects> }"],["Iterate through all great-grand-parents of the scope character","every_great_grandparent = { limit = { <triggers> } <effects> }"],["Heirs of the scoped character","every_heir = { limit = { <triggers> } <effects> }"],["Iterate through all titles the scoped character is heir to","every_heir_title = { limit = { <triggers> } <effects> }"],["Iterate through all held landed titles. Optionally specify a tier filter\nany/every/ordered/random_held_title = { title_tier >= county }","every_held_title = { limit = { <triggers> } <effects> }"],["Iterate through all hired mercenary companies","every_hired_mercenary = { limit = { <triggers> } <effects> }"],["Iterate through all hostages currently abroad","every_home_court_hostage = { limit = { <triggers> } <effects> }"],["Iterate through all characters this character has a hook on","every_hooked_character = { limit = { <triggers> } <effects> }"],["Iterate through anyone the character is hostile to due to their top-liege's realm having been raided","every_hostile_raider = { limit = { <triggers> } <effects> }"],["Iterate through all intrigue-based councillors","every_intrigue_councillor = { limit = { <triggers> } <effects> }"],["Iterate through all activities a character has been invited to","every_invited_activity = { limit = { <triggers> } <effects> }"],["Iterate through all knights","every_knight = { limit = { <triggers> } <effects> }"],["Iterate through all secrets known by the character","every_known_secret = { limit = { <triggers> } <effects> }"],["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. Includes land borders extended due to tributaries.","every_land_neighboring_realm_with_tributaries = { limit = { <triggers> } <effects> }"],["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. Includes land borders extended due to tributaries.","every_land_neighboring_realm_with_tributaries_owner = { limit = { <triggers> } <effects> }"],["Iterate through all learning-based councillors","every_learning_councillor = { limit = { <triggers> } <effects> }"],["Iterate through all lieges above a character (skipping the character themselves)","every_liege_or_above = { limit = { <triggers> } <effects> }"],["Iterate through all MaA regiments","every_maa_regiment = { limit = { <triggers> } <effects> }"],["Iterate through all martial-based councillors","every_martial_councillor = { limit = { <triggers> } <effects> }"],["Iterate through all memories of a character\nOptionally specify a memory type filter\nevery_memory = { limit = { <triggers> } <effects> }","any_memory = { memory_type = completed_rites_of_passage }"],["A sub-realm or realm bordering the scope character's realm (including across water). Returns counts and above.","every_neighboring_and_across_water_realm_owner = { limit = { <triggers> } <effects> }"],["A sub-realm or realm bordering the scope character's realm (including across water) and has the same rank as the scope character (look for lieges of he owner of the land if necessary)","every_neighboring_and_across_water_realm_same_rank_owner = { limit = { <triggers> } <effects> }"],["A realm with a different top liege neighboring the realm of the scope 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","every_neighboring_and_across_water_top_liege_realm = { limit = { <triggers> } <effects> }"],["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","every_neighboring_and_across_water_top_liege_realm_owner = { limit = { <triggers> } <effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain (including across water); switches to the realm's top title. Can be based on borders a day or two out of date","every_neighboring_and_across_water_top_suzerain_realm = { limit = { <triggers> } <effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain (including across water); switches to the holder of the realm. Can be based on borders a day or two out of date","every_neighboring_and_across_water_top_suzerain_realm_owner = { limit = { <triggers> } <effects> }"],["A sub-realm or realm bordering the scope character's realm. Returns counts and above.","every_neighboring_realm_owner = { limit = { <triggers> } <effects> }"],["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)","every_neighboring_realm_same_rank_owner = { limit = { <triggers> } <effects> }"],["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. Includes land and water borders extended by including tributaries.","every_neighboring_realm_with_tributaries_owner = { limit = { <triggers> } <effects> }"],["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","every_neighboring_top_liege_realm = { limit = { <triggers> } <effects> }"],["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","every_neighboring_top_liege_realm_owner = { limit = { <triggers> } <effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain; switches to the realm's top title. Can be based on borders a day or two out of date","every_neighboring_top_suzerain_realm = { limit = { <triggers> } <effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain; switches to the holder of the realm. Can be based on borders a day or two out of date","every_neighboring_top_suzerain_realm_owner = { limit = { <triggers> } <effects> }"],["Iterate through all noble family titles in the realm of scoped character.\nIf the character is not independent this will return an empty list.","every_noble_family = { limit = { <triggers> } <effects> }"],["Iterate through all the spouse candidates of the opposite sex of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","every_opposite_sex_spouse_candidate = { limit = { <triggers> } <effects> }"],["Iterate through all owned stories for a character\nOptionally specify a story type filter\nevery_owned_story = { limit = { <triggers> } <effects> }","any_owned_story = { type = story_cycle_pet_cat }"],["Iterate through all (both) parents","every_parent = { limit = { <triggers> } <effects> }"],["Iterate through all holy orders that the scoped character is a patron of","every_patroned_holy_order = { limit = { <triggers> } <effects> }"],["Iterate through all personally claimed artifacts of the scoped character","every_personal_claimed_artifact = { limit = { <triggers> } <effects> }"],["Iterate through characters this player has pinned","every_pinned_character = { limit = { <triggers> } <effects> }"],["Iterate through provinces this player has pinned","every_pinned_province = { limit = { <triggers> } <effects> }"],["Iterate through titles this player has pinned","every_pinned_title = { limit = { <triggers> } <effects> }"],["Iterate through characters whose player has this character pinned","every_pinning_character = { limit = { <triggers> } <effects> }"],["Iterate through all characters the player playing this character has played. Matches the game over legacy, except for excluding the currently played character","every_played_character = { limit = { <triggers> } <effects> }"],["Iterate through player heirs, capped at the first 10","every_player_heir = { limit = { <triggers> } <effects> }"],["Get all legends in a player character library.","every_player_legend_library = { limit = { <triggers> } <effects> }"],["Iterate through all guests visiting the court from the pool (in contrast to foreign_court_guest they don't have a liege)","every_pool_guest = { limit = { <triggers> } <effects> }"],["Iterate through all potential selectable marriage or betrohed options","every_potential_marriage_option = { limit = { <triggers> } <effects> }"],["Iterate through all powerful families in this character's realm.\nIf the character is not independent this will return an empty list.","every_powerful_family = { limit = { <triggers> } <effects> }"],["Iterate through the all powerful vassals of a character","every_powerful_vassal = { limit = { <triggers> } <effects> }"],["Iterate through all landed titles character is pretender to","every_pretender_title = { limit = { <triggers> } <effects> }"],["Iterate through all primary war enemies","every_primary_war_enemy = { limit = { <triggers> } <effects> }"],["Iterate through all prisoners","every_prisoner = { limit = { <triggers> } <effects> }"],["Iterate through all prowess-based councillors","every_prowess_councillor = { limit = { <triggers> } <effects> }"],["Iterate through anyone the character is hostile to due to having raided them. Only returns top lieges","every_raid_target = { limit = { <triggers> } <effects> }"],["Iterate through all counties that are on the edge of your realm bordering a different neighboring realm.","every_realm_border_county = { limit = { <triggers> } <effects> }"],["Iterate through all counties in the realm. Based on top liege","every_realm_county = { limit = { <triggers> } <effects> }"],["Iterate through all de jure duchies that have at least one county in the realm. Based on top liege","every_realm_de_jure_duchy = { limit = { <triggers> } <effects> }"],["Iterate through all de jure empire that have at least one county in the realm. Based on top liege","every_realm_de_jure_empire = { limit = { <triggers> } <effects> }"],["Iterate through all de jure kingdom that have at least one county in the realm. Based on top liege","every_realm_de_jure_kingdom = { limit = { <triggers> } <effects> }"],["Iterate through all realm provinces of a character","every_realm_province = { limit = { <triggers> } <effects> }"],["Iterate through scripted relations of a given type or multiple types, if someone is multiple relations they will only be in the list once","every_relation = { limit = { <triggers> } <effects> }"],["Iterate through all the spouse candidates of the same sex of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","every_same_sex_spouse_candidate = { limit = { <triggers> } <effects> }"],["Iterate through all schemes owned by the character\nOptionally specify a type filter\nevery_scheme = { limit = { <triggers> } <effects> }","random_scheme = { type = befriend }"],["Iterate through all secrets of the character\nOptionally specify a secret type filter\nevery_secret = { limit = { <triggers> } <effects> }","random_secret = { type = secret_lover }"],["Iterate through all siblings","every_sibling = { limit = { <triggers> } <effects> }"],["Iterate through all sponsored inspirations","every_sponsored_inspiration = { limit = { <triggers> } <effects> }"],["Iterate through all spouses","every_spouse = { limit = { <triggers> } <effects> }"],["Iterate through all the spouse candidates of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","every_spouse_candidate = { limit = { <triggers> } <effects> }"],["Iterate through all stewardship-based councillors","every_stewardship_councillor = { limit = { <triggers> } <effects> }"],["Iterate through all baronies in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","every_sub_realm_barony = { limit = { <triggers> } <effects> }"],["Iterate through all counties in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","every_sub_realm_county = { limit = { <triggers> } <effects> }"],["Iterate through all duchies in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","every_sub_realm_duchy = { limit = { <triggers> } <effects> }"],["Iterate through all empires in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","every_sub_realm_empire = { limit = { <triggers> } <effects> }"],["Iterate through all kingdoms in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","every_sub_realm_kingdom = { limit = { <triggers> } <effects> }"],["Iterate through all titles in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","every_sub_realm_title = { limit = { <triggers> } <effects> }"],["Iterate through all vassals and tributaries","every_subject = { limit = { <triggers> } <effects> }"],["Iterate through all candidates supported by the scoped investor character for any title\nIt may contain people outside of investor's top realm or no longer valid for appointment","every_succession_appointment_invested_candidate = { limit = { <triggers> } <effects> }"],["Iterate through all titles that has candidates supported by the scoped investor\nIt may contain titles outside of investor's top realm, and so invalid for appointment,\nand candidates may be already dead","every_succession_appointment_invested_title = { limit = { <triggers> } <effects> }"],["Iterate through all factions targeting the scope character\nOptionally specify a faction type filter\nevery_targeting_faction = { limit = { <triggers> } <effects> }","any_targeting_faction = { faction_type = independence_faction }"],["Iterate through all schemes targeting the character","every_targeting_scheme = { limit = { <triggers> } <effects> }"],["Iterate through all secrets that target the specified scope","every_targeting_secret = { limit = { <triggers> } <effects> }"],["Iterates through all Tax Collectors employed by the scoped character","every_tax_collector = { limit = { <triggers> } <effects> }"],["Iterates through all Vassals the scoped Character is the Tax Collector for","every_tax_collector_vassal = { limit = { <triggers> } <effects> }"],["Iterates through all Tax Slots the scoped character has","every_tax_slot = { limit = { <triggers> } <effects> }"],["Iterate through all counties that are on the edge of your realm bordering a different neighboring top realm.","every_top_realm_border_county = { limit = { <triggers> } <effects> }"],["Iterate though all characters that should travel with the scoped one (when moving between courts for instance); includes the scoped character","every_traveling_family_member = { limit = { <triggers> } <effects> }"],["Iterate through all tributaries","every_tributary = { limit = { <triggers> } <effects> }"],["Iterate through all characters that have a truce on this character","every_truce_holder = { limit = { <triggers> } <effects> }"],["Iterate through all characters this character has a truce on","every_truce_target = { limit = { <triggers> } <effects> }"],["Iterates through all unassigned taxpayers for scoped Character","every_unassigned_taxpayers = { limit = { <triggers> } <effects> }"],["Iterate through all unspent secrets known by the character","every_unspent_known_secret = { limit = { <triggers> } <effects> }"],["Iterate through all DIRECT vassals\nOptionally specify a vassal stance filter\nevery_vassal = { limit = { <triggers> } <effects> }","any_vassal = { vassal_stance = parochial }"],["Iterate through ALL vassals, not just direct vassals\nOptionally specify a vassal stance filter\nevery_vassal_or_below = { limit = { <triggers> } <effects> }","any_vassal_or_below = { vassal_stance = parochial }"],["Iterate through all direct war allies","every_war_ally = { limit = { <triggers> } <effects> }"],["Iterate through all direct war enemies","every_war_enemy = { limit = { <triggers> } <effects> }"],["Iterate through all hostages having this warden","every_warden_hostage = { limit = { <triggers> } <effects> }"],["Execute the specified decision for the scoped character",""],["The councillor finish the current assigned task successfully.",""],["The scope character fires the target character from the council.",""],["The scope character fires the target character from the council without running on_actions.",""],["The scoped character fires the target character.",""],["Forbid the scope character from joining the target scheme as an agent (and kick the character out if already in the scheme)",""],["Adds a character as an agent to a scheme agent slot and forces them to stay\n{\ndays/months/years = duration\n}","agent_slot = target_Slot"],["Forces a character's skills to be recalculated immediately, bypassing the wait for the daily tick.\nNOTE: Only use this when *absolutely* necessary, as it will impact performance negatively if misused\nUsage: force_character_skill_recalculation = yes/no","NOTE: Only use this when *absolutely* necessary, as it will impact performance negatively if misused\nUsage: force_character_skill_recalculation = yes/no"],["Make ruler step down - less harsh than abdicate or depose.\nIf ruler has any title that allows them to remain landless playable, then pass\nall landed titles to heirs - counties and any higher tier title with dejure land.\nKeep all titular titles.\nIf no such title exists, then it works identical to depose\nscope:ruler = {\n}","force_step_down_landed_titles = yes"],["Forces the character to vote the same as the target","force_vote_as = { target = someone days/months/years = x }"],["Funds a specific Contribution for a Great Project. Will fail if the character can't fund the Contribution.\nNeeds the Contribution object as parameter, the key by itself is not enough. Once funded, Contributions can't be retracted or refunded.","<scope:character> = {\n\t\tfund_great_project_contribution = {\n\t\t\tcontribution = scope:great_project_contribution\n\t\t\tcost = yes/no ( optional, defaults to 'yes, if 'no' will not apply the cost of the contribution )\n\t\t\tcheck_can_contribute = yes/no ( optional, defaults to 'yes', if 'no' will not check if the character can fund the Contribution )\n\t\t}\n\t}"],["gives a title to a character",""],["Give each county in the scoped character's domain to herders and destroy all held duchy titles and above.","give_domain_to_herds = yes"],["Give a nickname to this character",""],["Give a noble family title to the <root> character.","give_noble_family_title = {\n\tname = key/dynamic description\n\ttier = <county/duchy> # Optional. Defaults to duchy.\n\tarticle = SOME_TITLE_NAME_ARTICLE\n\tgovernment = administrative_government # optional government, default is administrative\n\tsave_scope_as = <name>\n}"],["Imprisons the target character as this character's prisoner, imprison = { target = X reason = Y type = Z }, where X is a character, Y is a flag, Z is a static modifier",""],["Infect the scoped character with the target epidemic.","infect_with_epidemic = epidemic"],["Immediately check if diarch should be invalidated\nIf needed, current scoped diarch is removed and replaced\nwith the next one from the line of succession\nscope:diarch = { invalidate_diarch_if_needed = yes/no }",""],["invite_to_activity = activity\nThe scoped character is invited to the target activity",""],["the character in the scope joins the assigned faction",""],["the character in the scope is forced to join a faction by a character for a defined time,","join_faction_forced = {\n faction = X\n forced_by = Y\n days/months/years = duration\n}"],["the character in the scope joins the assigned faction skiping the can_character_join trigger",""],["The character learns the court language of the target characterlearn_court_language_of = scope:target_character",""],["The character learns the languagelearn_language = language_norwegian",""],["The character learns the language of the target culturelearn_language_of_culture = scope:target_culture",""],["the charcter in the scope leaves the assigned faction",""],["makes a claim strong (character adds the claim if not having it already)",""],["makes a claim weak (character adds the claim if not having it already)",""],["Makes the target character a concubine of the scope character, the target should not be imprisoned",""],["makes a character pregnant\nnumber_of_children= X\nknown_bastard=yes/no","father= 'the real father'"],["makes a character pregnant. Doesn't error on things like celibacy\nnumber_of_children= X\nknown_bastard=yes/no","father= 'the real father'"],["Activates an inactive trait. Tooltip will not be shown if the character cannot have the trait.",""],["Activates an inactive trait. Tooltip will be shown even if the character cannot have the trait.",""],["Makes a current trait of a character inactive. Tooltip will not be shown if the character doesn't have the trait.",""],["Makes a current trait of a character inactive. Tooltip will be shown even if the character doesn't have the trait.",""],["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. Example: make_unprunable = yes",""],["Marries the scoped character to the target character.","marry = target"],["Marries the scoped character to the target character matrilineally.","marry_matrilineal = target"],["Move gold from one AI budget category to the other, will not move more than is available in the source budget or what can fit in the target budget.character, move_budget_gold = { gold = X from = Z to = Y }\n('budget_war_chest', 'budget_reserved', 'budget_short_term', 'budget_long_term')","move_budget_gold = { gold = X from = Z to = Y }\n('budget_war_chest', 'budget_reserved', 'budget_short_term', 'budget_long_term')"],["Move treasury from one AI budget category to the other, will not move more than is available in the source budget or what can fit in the target budget.character, move_budget_treasury = { treasury = X from = Z to = Y }\n('budget_war_chest', 'budget_reserved', 'budget_short_term', 'budget_long_term')",""],["The scoped character (courtier or guest) leaves their current court and moves into the pool\nscope:guest = { move_to_pool = yes }","scope:guest = { move_to_pool = yes }"],["The scoped character (courtier/guest/pool character) leaves their current court (if any) and moves into the pool of the specified province\nscope:guest = { move_to_pool_at = scope:some_province }","scope:guest = { move_to_pool_at = scope:some_province }"],["Opens the appointment window for the specified court position with scoped character as liege",""],["Iterate through all acclaimed knights employed by a given character","ordered_acclaimed_knight = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all Accolades of a given liege character's Acclaimed Knights","ordered_accolade = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all active Accolades of a given liege character's Acclaimed Knights\nOptionally specify an accolade parameter filter\nordered_active_accolade = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_active_accolade = { accolade_parameter = accolade_organize_army_bonus }"],["Iterate through all titles that can be created by the character. (only for alerts)","ordered_alert_creatable_title = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all titles that can be usurped by the character. (only for alerts)","ordered_alert_usurpable_title = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all allies","ordered_ally = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all the ancestors of the scope character up to 5 generations","ordered_ancestor = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all armies","ordered_army = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all task contracts of location of root province","ordered_available_task_contract = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Gets all accepted task contracts of the root character\nOptionally specify a contract type filter\nordered_character_active_contract = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_character_active_contract = { task_contract_type = laamp_raid_contract }"],["Iterate through all artifacts in a given characters inventory","ordered_character_artifact = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Gets epidemics affecting the scoped character","ordered_character_epidemic = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all situations that a character is participating in","ordered_character_situation = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all struggles that character is involved in. Optional: Narrow down the involvement status *_chracter_struggle = { involvement = involved | interloper }","ordered_character_struggle = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Gets all task contracts of the scoped character\nOptionally specify a contract type filter\nordered_character_task_contract = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_character_task_contract = { task_contract_type = laamp_raid_contract }"],["Scopes from a character to a neighboring county (incl. across water, looking trough the de Jure lieges)","ordered_character_to_title_neighboring_and_across_water_county = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Scopes from a character to a neighboring duchy (incl. across water, looking trough the de Jure lieges)","ordered_character_to_title_neighboring_and_across_water_duchy = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Scopes from a character to a neighboring empire (incl. across water, looking trough the de Jure lieges)","ordered_character_to_title_neighboring_and_across_water_empire = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Scopes from a character to a neighboring kingdom (incl. across water, looking trough the de Jure lieges)","ordered_character_to_title_neighboring_and_across_water_kingdom = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Scopes from a character to a neighboring county (looking trough the de Jure lieges)","ordered_character_to_title_neighboring_county = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Scopes from a character to a neighboring duchy (looking trough the de Jure lieges)","ordered_character_to_title_neighboring_duchy = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Scopes from a character to a neighboring empire (looking trough the de Jure lieges)","ordered_character_to_title_neighboring_empire = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Scopes from a character to a neighboring kingdom (looking trough the de Jure lieges)","ordered_character_to_title_neighboring_kingdom = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all traits a character has","ordered_character_trait = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Wars of the scoped character","ordered_character_war = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all children","ordered_child = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through the titles of all claims held by a character; parameters: explicit = yes/no/all pressed = yes/no/all","ordered_claim = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all claimed artifacts of the scoped character","ordered_claimed_artifact = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all the close family [father, mother, siblings, children, grandparents]","ordered_close_family_member = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all the close and extended relatives [father, mother, siblings, children, grandparents, uncles/aunts, nephew/niece, cousins]","ordered_close_or_extended_family_member = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all concubines","ordered_concubine = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all consorts (concubines and spouses)","ordered_consort = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all contact characters of the root character","ordered_contact = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all councillors","ordered_councillor = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all valid candidates for a court position type.\n*_court_position_candidate = {\nOR\ncourt_position = scope:my_scoped_court_position_type\n...\n}\nordered_court_position_candidate = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","court_position = bodyguard_court_position"],["Iterates through all characters that employ the scoped character in any court position.","ordered_court_position_employer = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterates through all characters employed by the scoped character in the target court position.","ordered_court_position_holder = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all courtiers","ordered_courtier = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all courtiers that are away","ordered_courtier_away = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all courtiers and guests (pool and foreign court guests)","ordered_courtier_or_guest = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all de jure claims for a character","ordered_de_jure_claim = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all character in the diarchy line of succession.If there's no active diarchy or active one doesn't have succession,it iterates over regency candidates","ordered_diarchy_succession_character = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all diplomacy-based councillors","ordered_diplomacy_councillor = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all directly owned provinces","ordered_directly_owned_province = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all titles the scoped character can vote on","ordered_election_title = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all equipped artifacts in a given characters inventory","ordered_equipped_character_artifact = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all the extended family [uncles/aunts, nephew/niece, cousins]","ordered_extended_family_member = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all guests visiting from another court (in contrast to pool_guest they have a liege)","ordered_foreign_court_guest = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all former concubines. Not persisted past death","ordered_former_concubine = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all former concubinists. Not persisted past death","ordered_former_concubinist = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all former spouses","ordered_former_spouse = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all councillors that are not related to a skill","ordered_general_councillor = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all grand-parents of the scope character","ordered_grandparent = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all great-grand-parents of the scope character","ordered_great_grandparent = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Heirs of the scoped character","ordered_heir = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all titles the scoped character is heir to","ordered_heir_title = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all held landed titles. Optionally specify a tier filter\nany/every/ordered/random_held_title = { title_tier >= county }","ordered_held_title = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all hired mercenary companies","ordered_hired_mercenary = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all hostages currently abroad","ordered_home_court_hostage = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters this character has a hook on","ordered_hooked_character = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through anyone the character is hostile to due to their top-liege's realm having been raided","ordered_hostile_raider = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all intrigue-based councillors","ordered_intrigue_councillor = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all activities a character has been invited to","ordered_invited_activity = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all knights","ordered_knight = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all secrets known by the character","ordered_known_secret = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["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. Includes land borders extended due to tributaries.","ordered_land_neighboring_realm_with_tributaries = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["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. Includes land borders extended due to tributaries.","ordered_land_neighboring_realm_with_tributaries_owner = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all learning-based councillors","ordered_learning_councillor = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all lieges above a character (skipping the character themselves)","ordered_liege_or_above = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all MaA regiments","ordered_maa_regiment = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all martial-based councillors","ordered_martial_councillor = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all memories of a character\nOptionally specify a memory type filter\nordered_memory = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_memory = { memory_type = completed_rites_of_passage }"],["A sub-realm or realm bordering the scope character's realm (including across water). Returns counts and above.","ordered_neighboring_and_across_water_realm_owner = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["A sub-realm or realm bordering the scope character's realm (including across water) and has the same rank as the scope character (look for lieges of he owner of the land if necessary)","ordered_neighboring_and_across_water_realm_same_rank_owner = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["A realm with a different top liege neighboring the realm of the scope 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","ordered_neighboring_and_across_water_top_liege_realm = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["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","ordered_neighboring_and_across_water_top_liege_realm_owner = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain (including across water); switches to the realm's top title. Can be based on borders a day or two out of date","ordered_neighboring_and_across_water_top_suzerain_realm = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain (including across water); switches to the holder of the realm. Can be based on borders a day or two out of date","ordered_neighboring_and_across_water_top_suzerain_realm_owner = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["A sub-realm or realm bordering the scope character's realm. Returns counts and above.","ordered_neighboring_realm_owner = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["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)","ordered_neighboring_realm_same_rank_owner = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["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. Includes land and water borders extended by including tributaries.","ordered_neighboring_realm_with_tributaries_owner = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["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","ordered_neighboring_top_liege_realm = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["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","ordered_neighboring_top_liege_realm_owner = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain; switches to the realm's top title. Can be based on borders a day or two out of date","ordered_neighboring_top_suzerain_realm = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain; switches to the holder of the realm. Can be based on borders a day or two out of date","ordered_neighboring_top_suzerain_realm_owner = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all noble family titles in the realm of scoped character.\nIf the character is not independent this will return an empty list.","ordered_noble_family = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all the spouse candidates of the opposite sex of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","ordered_opposite_sex_spouse_candidate = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all owned stories for a character\nOptionally specify a story type filter\nordered_owned_story = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_owned_story = { type = story_cycle_pet_cat }"],["Iterate through all (both) parents","ordered_parent = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all holy orders that the scoped character is a patron of","ordered_patroned_holy_order = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all personally claimed artifacts of the scoped character","ordered_personal_claimed_artifact = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through characters this player has pinned","ordered_pinned_character = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through provinces this player has pinned","ordered_pinned_province = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through titles this player has pinned","ordered_pinned_title = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through characters whose player has this character pinned","ordered_pinning_character = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters the player playing this character has played. Matches the game over legacy, except for excluding the currently played character","ordered_played_character = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through player heirs, capped at the first 10","ordered_player_heir = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Get all legends in a player character library.","ordered_player_legend_library = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all guests visiting the court from the pool (in contrast to foreign_court_guest they don't have a liege)","ordered_pool_guest = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all potential selectable marriage or betrohed options","ordered_potential_marriage_option = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all powerful families in this character's realm.\nIf the character is not independent this will return an empty list.","ordered_powerful_family = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through the all powerful vassals of a character","ordered_powerful_vassal = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all landed titles character is pretender to","ordered_pretender_title = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all primary war enemies","ordered_primary_war_enemy = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all prisoners","ordered_prisoner = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all prowess-based councillors","ordered_prowess_councillor = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through anyone the character is hostile to due to having raided them. Only returns top lieges","ordered_raid_target = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all counties that are on the edge of your realm bordering a different neighboring realm.","ordered_realm_border_county = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all counties in the realm. Based on top liege","ordered_realm_county = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all de jure duchies that have at least one county in the realm. Based on top liege","ordered_realm_de_jure_duchy = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all de jure empire that have at least one county in the realm. Based on top liege","ordered_realm_de_jure_empire = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all de jure kingdom that have at least one county in the realm. Based on top liege","ordered_realm_de_jure_kingdom = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all realm provinces of a character","ordered_realm_province = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through scripted relations of a given type or multiple types, if someone is multiple relations they will only be in the list once","ordered_relation = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all the spouse candidates of the same sex of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","ordered_same_sex_spouse_candidate = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all schemes owned by the character\nOptionally specify a type filter\nordered_scheme = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","random_scheme = { type = befriend }"],["Iterate through all secrets of the character\nOptionally specify a secret type filter\nordered_secret = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","random_secret = { type = secret_lover }"],["Iterate through all siblings","ordered_sibling = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all sponsored inspirations","ordered_sponsored_inspiration = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all spouses","ordered_spouse = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all the spouse candidates of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","ordered_spouse_candidate = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all stewardship-based councillors","ordered_stewardship_councillor = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all baronies in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","ordered_sub_realm_barony = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all counties in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","ordered_sub_realm_county = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all duchies in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","ordered_sub_realm_duchy = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all empires in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","ordered_sub_realm_empire = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all kingdoms in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","ordered_sub_realm_kingdom = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all titles in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","ordered_sub_realm_title = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all vassals and tributaries","ordered_subject = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all candidates supported by the scoped investor character for any title\nIt may contain people outside of investor's top realm or no longer valid for appointment","ordered_succession_appointment_invested_candidate = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all titles that has candidates supported by the scoped investor\nIt may contain titles outside of investor's top realm, and so invalid for appointment,\nand candidates may be already dead","ordered_succession_appointment_invested_title = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all factions targeting the scope character\nOptionally specify a faction type filter\nordered_targeting_faction = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_targeting_faction = { faction_type = independence_faction }"],["Iterate through all schemes targeting the character","ordered_targeting_scheme = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all secrets that target the specified scope","ordered_targeting_secret = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterates through all Tax Collectors employed by the scoped character","ordered_tax_collector = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterates through all Vassals the scoped Character is the Tax Collector for","ordered_tax_collector_vassal = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterates through all Tax Slots the scoped character has","ordered_tax_slot = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all counties that are on the edge of your realm bordering a different neighboring top realm.","ordered_top_realm_border_county = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate though all characters that should travel with the scoped one (when moving between courts for instance); includes the scoped character","ordered_traveling_family_member = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all tributaries","ordered_tributary = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters that have a truce on this character","ordered_truce_holder = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters this character has a truce on","ordered_truce_target = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterates through all unassigned taxpayers for scoped Character","ordered_unassigned_taxpayers = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all unspent secrets known by the character","ordered_unspent_known_secret = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all DIRECT vassals\nOptionally specify a vassal stance filter\nordered_vassal = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_vassal = { vassal_stance = parochial }"],["Iterate through ALL vassals, not just direct vassals\nOptionally specify a vassal stance filter\nordered_vassal_or_below = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_vassal_or_below = { vassal_stance = parochial }"],["Iterate through all direct war allies","ordered_war_ally = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all direct war enemies","ordered_war_enemy = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all hostages having this warden","ordered_warden_hostage = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["change the obligation level of the scoped character's overlord contract\nvassal_contract_set_obligation_level = { type = name level = feudal_obligation_low }\nvassal_contract_set_obligation_level = { type = name level = scope:obligation }","vassal_contract_set_obligation_level = { type = name level = 1 } # index to obligation level"],["the scoped character pays gold to the target character receiving treasury","pay_gold_to_treasury = { target = X value = Y }"],["the scoped character pays herd to the target character","pay_herd = { target = X value = Y }"],["the scope character pays gold to the target character, pay_long_term_gold = { target = X gold = Y } (from AI budget category 'long term' first, then rest)",""],["the scope character immediately pays gold corresponding to their income to the target character, pay_long_term_income = { target = X days/months/years = Y } (AI budget 'long term' first, then rest)",""],["the scope character pays treasury to the target character, pay_long_term_treasury = { target = X treasury = Y } (from AI budget category 'long term' first, then rest). If target character does not have treasury, they will receive gold instead.",""],["the scope character immediately pays treasury corresponding to their income to the target character, pay_long_term_treasury_income = { target = X days/months/years = Y } (AI budget 'long term' first, then rest)",""],["the scope character pays gold to the target character, pay_reserved_gold = { target = X gold = Y } (from AI budget category 'reserved' first, then rest)","pay_reserved_gold = { target = X gold = Y }"],["the scope character immediately pays gold corresponding to their income to the target character, pay_reserved_income = { target = X days/months/years = Y } (AI budget 'reserved' first, then rest)","pay_reserved_income = { target = X days/months/years = Y }"],["the scope character pays treasury to the target character, pay_reserved_treasury = { target = X treasury = Y } (from AI budget category 'reserved' first, then rest). If target character does not have treasury, they will receive gold instead.",""],["the scope character immediately pays treasury corresponding to their income to the target character, pay_reserved_treasury_income = { target = X days/months/years = Y } (AI budget 'reserved' first, then rest)",""],["the scope character pays gold to the target character, pay_short_term_gold = { target = X gold = Y } (from AI budget category 'short term' first, then rest)",""],["the scope character immediately pays gold corresponding to their income to the target character, pay_short_term_income = { target = X days/months/years = Y } (AI budget 'short term' first, then rest)",""],["the scope character pays treasury to the target character, pay_short_term_treasury = { target = X treasury = Y } (from AI budget category 'short term' first, then rest). If target character does not have treasury, they will receive gold instead.",""],["the scope character immediately pays treasury corresponding to their income to the target character, pay_short_term_treasury_income = { target = X days/months/years = Y } (AI budget 'short term' first, then rest)",""],["The scoped character pays treasury to the target character. If target character does not have treasury, they will receive gold instead.\nTakes from the 'short_term' budget for treasury.","payer_character = {\n\tpay_treasury = {\n\t\ttarget = X value = Y\n\t}\n}"],["the scoped character pays treasury if exists, otherwise gold\nthe target character receives treasury if exists, otherwise gold","pay_treasury_or_gold = { target = X value = Y }"],["the scoped character pays treasury to the target character receiving gold","pay_treasury_to_gold = { target = X value = Y }"],["the scope character pays gold to the target character, pay_war_chest_gold = { target = X gold = Y } (from AI budget category 'war chest' first, then rest)","pay_war_chest_gold = { target = X gold = Y }"],["the scope character immediately pays gold corresponding to their income to the target character, pay_war_chest_income = { target = X days/months/years = Y } (AI budget 'war chest' first, then rest)","pay_war_chest_income = { target = X days/months/years = Y }"],["the scope character pays treasury to the target character, pay_war_chest_treasury = { target = X treasury = Y } (from AI budget category 'war chest' first, then rest). If target character does not have treasury, they will receive gold instead.",""],["the scope character immediately pays treasury corresponding to their income to the target character, pay_war_chest_treasury_income = { target = X days/months/years = Y } (AI budget 'war chest' first, then rest)",""],["Plays the specified music cue.",""],["Plays the specified sound effect.",""],["Populate area around location with task contracts up to specified amount","populate_task_contracts_for_area = {\n\tlocation = scope:province\n\tamount = { value = 5 }\n\tgroup = { rescue assasination gardening }\n}"],["Iterate through all acclaimed knights employed by a given character","random_acclaimed_knight = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all Accolades of a given liege character's Acclaimed Knights","random_accolade = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all active Accolades of a given liege character's Acclaimed Knights\nOptionally specify an accolade parameter filter\nrandom_active_accolade = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_active_accolade = { accolade_parameter = accolade_organize_army_bonus }"],["Iterate through all titles that can be created by the character. (only for alerts)","random_alert_creatable_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all titles that can be usurped by the character. (only for alerts)","random_alert_usurpable_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all allies","random_ally = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all the ancestors of the scope character up to 5 generations","random_ancestor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all armies","random_army = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all task contracts of location of root province","random_available_task_contract = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets all accepted task contracts of the root character\nOptionally specify a contract type filter\nrandom_character_active_contract = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_character_active_contract = { task_contract_type = laamp_raid_contract }"],["Iterate through all artifacts in a given characters inventory","random_character_artifact = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets epidemics affecting the scoped character","random_character_epidemic = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all situations that a character is participating in","random_character_situation = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all struggles that character is involved in. Optional: Narrow down the involvement status *_chracter_struggle = { involvement = involved | interloper }","random_character_struggle = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets all task contracts of the scoped character\nOptionally specify a contract type filter\nrandom_character_task_contract = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_character_task_contract = { task_contract_type = laamp_raid_contract }"],["Scopes from a character to a neighboring county (incl. across water, looking trough the de Jure lieges)","random_character_to_title_neighboring_and_across_water_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a character to a neighboring duchy (incl. across water, looking trough the de Jure lieges)","random_character_to_title_neighboring_and_across_water_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a character to a neighboring empire (incl. across water, looking trough the de Jure lieges)","random_character_to_title_neighboring_and_across_water_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a character to a neighboring kingdom (incl. across water, looking trough the de Jure lieges)","random_character_to_title_neighboring_and_across_water_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a character to a neighboring county (looking trough the de Jure lieges)","random_character_to_title_neighboring_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a character to a neighboring duchy (looking trough the de Jure lieges)","random_character_to_title_neighboring_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a character to a neighboring empire (looking trough the de Jure lieges)","random_character_to_title_neighboring_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a character to a neighboring kingdom (looking trough the de Jure lieges)","random_character_to_title_neighboring_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all traits a character has","random_character_trait = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Wars of the scoped character","random_character_war = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all children","random_child = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through the titles of all claims held by a character; parameters: explicit = yes/no/all pressed = yes/no/all","random_claim = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all claimed artifacts of the scoped character","random_claimed_artifact = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all the close family [father, mother, siblings, children, grandparents]","random_close_family_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all the close and extended relatives [father, mother, siblings, children, grandparents, uncles/aunts, nephew/niece, cousins]","random_close_or_extended_family_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all concubines","random_concubine = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all consorts (concubines and spouses)","random_consort = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all contact characters of the root character","random_contact = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all councillors","random_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all valid candidates for a court position type.\n*_court_position_candidate = {\nOR\ncourt_position = scope:my_scoped_court_position_type\n...\n}\nrandom_court_position_candidate = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","court_position = bodyguard_court_position"],["Iterates through all characters that employ the scoped character in any court position.","random_court_position_employer = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterates through all characters employed by the scoped character in the target court position.","random_court_position_holder = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all courtiers","random_courtier = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all courtiers that are away","random_courtier_away = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all courtiers and guests (pool and foreign court guests)","random_courtier_or_guest = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all de jure claims for a character","random_de_jure_claim = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all character in the diarchy line of succession.If there's no active diarchy or active one doesn't have succession,it iterates over regency candidates","random_diarchy_succession_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all diplomacy-based councillors","random_diplomacy_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all directly owned provinces","random_directly_owned_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all titles the scoped character can vote on","random_election_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all equipped artifacts in a given characters inventory","random_equipped_character_artifact = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all the extended family [uncles/aunts, nephew/niece, cousins]","random_extended_family_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all guests visiting from another court (in contrast to pool_guest they have a liege)","random_foreign_court_guest = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all former concubines. Not persisted past death","random_former_concubine = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all former concubinists. Not persisted past death","random_former_concubinist = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all former spouses","random_former_spouse = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all councillors that are not related to a skill","random_general_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all grand-parents of the scope character","random_grandparent = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all great-grand-parents of the scope character","random_great_grandparent = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Heirs of the scoped character","random_heir = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all titles the scoped character is heir to","random_heir_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all held landed titles. Optionally specify a tier filter\nany/every/ordered/random_held_title = { title_tier >= county }","random_held_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all hired mercenary companies","random_hired_mercenary = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all hostages currently abroad","random_home_court_hostage = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters this character has a hook on","random_hooked_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through anyone the character is hostile to due to their top-liege's realm having been raided","random_hostile_raider = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all intrigue-based councillors","random_intrigue_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all activities a character has been invited to","random_invited_activity = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all knights","random_knight = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all secrets known by the character","random_known_secret = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["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. Includes land borders extended due to tributaries.","random_land_neighboring_realm_with_tributaries = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["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. Includes land borders extended due to tributaries.","random_land_neighboring_realm_with_tributaries_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all learning-based councillors","random_learning_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all lieges above a character (skipping the character themselves)","random_liege_or_above = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all MaA regiments","random_maa_regiment = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all martial-based councillors","random_martial_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all memories of a character\nOptionally specify a memory type filter\nrandom_memory = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_memory = { memory_type = completed_rites_of_passage }"],["A sub-realm or realm bordering the scope character's realm (including across water). Returns counts and above.","random_neighboring_and_across_water_realm_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["A sub-realm or realm bordering the scope character's realm (including across water) and has the same rank as the scope character (look for lieges of he owner of the land if necessary)","random_neighboring_and_across_water_realm_same_rank_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["A realm with a different top liege neighboring the realm of the scope 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","random_neighboring_and_across_water_top_liege_realm = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["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","random_neighboring_and_across_water_top_liege_realm_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain (including across water); switches to the realm's top title. Can be based on borders a day or two out of date","random_neighboring_and_across_water_top_suzerain_realm = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain (including across water); switches to the holder of the realm. Can be based on borders a day or two out of date","random_neighboring_and_across_water_top_suzerain_realm_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["A sub-realm or realm bordering the scope character's realm. Returns counts and above.","random_neighboring_realm_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["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)","random_neighboring_realm_same_rank_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["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. Includes land and water borders extended by including tributaries.","random_neighboring_realm_with_tributaries_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["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","random_neighboring_top_liege_realm = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["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","random_neighboring_top_liege_realm_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain; switches to the realm's top title. Can be based on borders a day or two out of date","random_neighboring_top_suzerain_realm = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["A realm with a different top suzerain neighboring the realm of the scope character's top suzerain; switches to the holder of the realm. Can be based on borders a day or two out of date","random_neighboring_top_suzerain_realm_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all noble family titles in the realm of scoped character.\nIf the character is not independent this will return an empty list.","random_noble_family = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all the spouse candidates of the opposite sex of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","random_opposite_sex_spouse_candidate = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all owned stories for a character\nOptionally specify a story type filter\nrandom_owned_story = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_owned_story = { type = story_cycle_pet_cat }"],["Iterate through all (both) parents","random_parent = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all holy orders that the scoped character is a patron of","random_patroned_holy_order = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all personally claimed artifacts of the scoped character","random_personal_claimed_artifact = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through characters this player has pinned","random_pinned_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through provinces this player has pinned","random_pinned_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through titles this player has pinned","random_pinned_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through characters whose player has this character pinned","random_pinning_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters the player playing this character has played. Matches the game over legacy, except for excluding the currently played character","random_played_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through player heirs, capped at the first 10","random_player_heir = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Get all legends in a player character library.","random_player_legend_library = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all guests visiting the court from the pool (in contrast to foreign_court_guest they don't have a liege)","random_pool_guest = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all potential selectable marriage or betrohed options","random_potential_marriage_option = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all powerful families in this character's realm.\nIf the character is not independent this will return an empty list.","random_powerful_family = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through the all powerful vassals of a character","random_powerful_vassal = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all landed titles character is pretender to","random_pretender_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all primary war enemies","random_primary_war_enemy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all prisoners","random_prisoner = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all prowess-based councillors","random_prowess_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through anyone the character is hostile to due to having raided them. Only returns top lieges","random_raid_target = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties that are on the edge of your realm bordering a different neighboring realm.","random_realm_border_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties in the realm. Based on top liege","random_realm_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all de jure duchies that have at least one county in the realm. Based on top liege","random_realm_de_jure_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all de jure empire that have at least one county in the realm. Based on top liege","random_realm_de_jure_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all de jure kingdom that have at least one county in the realm. Based on top liege","random_realm_de_jure_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all realm provinces of a character","random_realm_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through scripted relations of a given type or multiple types, if someone is multiple relations they will only be in the list once","random_relation = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all the spouse candidates of the same sex of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","random_same_sex_spouse_candidate = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all schemes owned by the character\nOptionally specify a type filter\nrandom_scheme = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","random_scheme = { type = befriend }"],["Iterate through all secrets of the character\nOptionally specify a secret type filter\nrandom_secret = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","random_secret = { type = secret_lover }"],["Iterate through all siblings","random_sibling = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all sponsored inspirations","random_sponsored_inspiration = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all spouses","random_spouse = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all the spouse candidates of a character.\nWARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN.","random_spouse_candidate = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all stewardship-based councillors","random_stewardship_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all baronies in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","random_sub_realm_barony = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","random_sub_realm_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all duchies in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","random_sub_realm_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all empires in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","random_sub_realm_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all kingdoms in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","random_sub_realm_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all titles in sub-realm, counting only titles that either hold land or have dejure vassals that hold land.","random_sub_realm_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all vassals and tributaries","random_subject = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all candidates supported by the scoped investor character for any title\nIt may contain people outside of investor's top realm or no longer valid for appointment","random_succession_appointment_invested_candidate = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all titles that has candidates supported by the scoped investor\nIt may contain titles outside of investor's top realm, and so invalid for appointment,\nand candidates may be already dead","random_succession_appointment_invested_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all factions targeting the scope character\nOptionally specify a faction type filter\nrandom_targeting_faction = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_targeting_faction = { faction_type = independence_faction }"],["Iterate through all schemes targeting the character","random_targeting_scheme = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all secrets that target the specified scope","random_targeting_secret = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterates through all Tax Collectors employed by the scoped character","random_tax_collector = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterates through all Vassals the scoped Character is the Tax Collector for","random_tax_collector_vassal = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterates through all Tax Slots the scoped character has","random_tax_slot = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties that are on the edge of your realm bordering a different neighboring top realm.","random_top_realm_border_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate though all characters that should travel with the scoped one (when moving between courts for instance); includes the scoped character","random_traveling_family_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all tributaries","random_tributary = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters that have a truce on this character","random_truce_holder = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters this character has a truce on","random_truce_target = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterates through all unassigned taxpayers for scoped Character","random_unassigned_taxpayers = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all unspent secrets known by the character","random_unspent_known_secret = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all DIRECT vassals\nOptionally specify a vassal stance filter\nrandom_vassal = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_vassal = { vassal_stance = parochial }"],["Iterate through ALL vassals, not just direct vassals\nOptionally specify a vassal stance filter\nrandom_vassal_or_below = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_vassal_or_below = { vassal_stance = parochial }"],["Iterate through all direct war allies","random_war_ally = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all direct war enemies","random_war_enemy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all hostages having this warden","random_warden_hostage = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Force-recalculate participation group of a charater in a situation\nscope:ruler = {\n}","recalculate_participant_group = scope:situation"],["Refunds all perks of the character. Example: refund_all_perks = yes",""],["Refunds all perks of the RHS lifestyle. Example: refund_perks = intrigue_lifestyle",""],["releases the character from the prison, imprison = X, where X is a boolean value",""],["Remove all instances of a modifier from a character","remove_all_character_modifier_instances = name"],["Removes all realm laws from the scoped character. This will leave all law groups empty so only do this if you plan to replace them",""],["removes barter goods from a character",""],["removes a character flag",""],["Remove a modifier from a character","remove_character_modifier = name"],["Removes the characters secret_faith","remove_character_secret_faith = yes"],["removes an explicit (not from a living parent/grand parent) claim",""],["Removes the target character as a concubine of the scope character",""],["Removes the target character (guest or courtier) from the scope character's court\nscope:host = { remove_courtier_or_guest = scope:guest } # move to pool, staying in same province\nscope:host = {\n}","remove_courtier_or_guest = {\n\t\tcharacter = scope:guest\n\t\tnew_location = scope:some_province # optionally specify a new location\n\t}"],["remove_dead_character_variable = <name>\nRemove a variable from a dead character.",""],["Remove the cooldown on taking a decision for the scoped character","remove_decision_cooldown = decision_name"],["remove_from_activity = activity\nThe scoped character is removed from the target activity",""],["Removes a hook on a character, remove_hook = { target = X, type = Y }, if type is specified, the hook will only be removed if it is of that type",""],["Remove the cooldown on using an interaction for the scoped character","remove_interaction_cooldown = interaction_name"],["Remove the cooldown on using an interaction against the target character for the scoped character","remove_interaction_cooldown_against = { interaction = interaction_name target = character }"],["Removes a piece of localized text from being stored on the character with a given key, you should do this whenever you are done with the custom text so as to not bloat saves","remove_localized_text = key"],["removes gold from a character (from AI's 'long term' budget first, then rest)",""],["removes treasury from a character (from AI's 'long term' budget first, then rest)",""],["Removes any nickname from the current character [yes|no]",""],["Removes a temporary opinion modifier, remove_opinion = { target = X modifier = Y single = Z (no by default) } where X is a character, Y is the opinion modifier, Z tells whether to remove all instances of the modifier or just one",""],["Remove the perk for this character",""],["Removes a personal claim on the target artifact from the scoped character",""],["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",""],["Remove the regnal name of a character.","remove_regnal_name = yes"],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removed a flag from an existing relation flag = flag_name (declared in scripted_relation) target = other_character relation = scripted_relation",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["Removes scripted relationship",""],["removes gold from a character (from AI's 'reserved' budget first, then rest)",""],["removes treasury from a character (from AI's 'reserved' budget first, then rest)",""],["Remove the cooldown on using a scheme against the target character for the scoped character","remove_scheme_cooldown_against = { scheme = scheme_name target = character }"],["removes gold from a character (from AI's 'short term' budget first, then rest)",""],["removes treasury from a character (from AI's 'short term' budget first, then rest)",""],["Removes a trait from a character. Tooltip will not be shown if the character doesn't have the trait.",""],["Removes a trait from a character. Tooltip will be shown even if the character doesn't have the trait.",""],["removes treasury from a character",""],["removes treasury if exists, otherwise gold from character",""],["removes gold from a character (from AI's 'war chest' budget first, then rest)",""],["removes treasury from a character (from AI's 'war chest' budget first, then rest)",""],["Replaces the target character holding target court position within scoped character's court with target character\nholder = character scope - target character to revoke the target court position of in favour of recipient\ncourt_position = court position type - court position type to assign the receiver","recipient = character scope - target character to receive the title"],["The target character stops having a beneficiary. reset_beneficiary = yes",""],["Start a travel plan for the character to return home, using their current travel plan info if they have any or starting a new travel plan if they do not.\nSaving this as a scope will not work for player characters if they have to use the planner.","return_home = yes\\no"],["Release scoped character from hostage and return to home court",""],["Returns the scope character to the employers court.",""],["Adds a temporary reverse opinion modifier, reverse_add_opinion = { modifier = X days/months/years = Y target = Z }\nX 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.","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."],["Revokes target position from scoped character.\nrecipient = character - optional - target current holder of position to revoke\nholder = character - optional - same as recipient","court_position = court position type - court position type to revoke from scoped character's court"],["Recalculates the modifier of the scoped character",""],["Recalculates the line of succession of the scoped character",""],["Sends a message to the player playing the character in the scope and then executes any effects inside.\nFor the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense.\nAnd $DESC$ contains the text from the desc field.","send_interface_message = {\n\ttype = message_type # default: send_interface_message\n\ttitle = LOCALIZATION # optional, otherwise takes it from the message type\n\tdesc = LOCALIZATION # optional, otherwise takes it from the message type\n\ttooltip = LOCALIZATION # optional, otherwise takes it from the message type\n\tleft_icon = scope:recipient # optional, character, artifact, title, dynasty, or house\n\tright_icon = scope:the_title # optional, character, artifact, title, dynasty, or house\n\n\t# optional effects...\n\tadd_dread = 5\n\tscope:someone = { add_gold = 5 }\n}"],["Sends a message to the player playing the character in the scope and then executes any effects inside.\nFor the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense.\nAnd $DESC$ contains the text from the desc field.","send_interface_popup = {\n\ttype = message_type # default: send_interface_popup\n\ttitle = LOCALIZATION # optional, otherwise takes it from the message type\n\tdesc = LOCALIZATION # optional, otherwise takes it from the message type\n\ttooltip = LOCALIZATION # optional, otherwise takes it from the message type\n\tleft_icon = scope:recipient # optional, character, artifact, title, dynasty, or house\n\tright_icon = scope:the_title # optional, character, artifact, title, dynasty, or house\n\n\t# optional effects...\n\tadd_dread = 5\n\tscope:someone = { add_gold = 5 }\n}"],["Sends a message to the player playing the character in the scope and then executes any effects inside.\nFor the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense.\nAnd $DESC$ contains the text from the desc field.","send_interface_toast = {\n\ttype = message_type # default: send_interface_toast\n\ttitle = LOCALIZATION # optional, otherwise takes it from the message type\n\tdesc = LOCALIZATION # optional, otherwise takes it from the message type\n\ttooltip = LOCALIZATION # optional, otherwise takes it from the message type\n\tleft_icon = scope:recipient # optional, character, artifact, title, dynasty, or house\n\tright_icon = scope:the_title # optional, character, artifact, title, dynasty, or house\n\n\t# optional effects...\n\tadd_dread = 5\n\tscope:someone = { add_gold = 5 }\n}"],["Sets if this character has absolute country control, unlock_character_movement = yes/no/boolean event target",""],["Sets the character's intent for their current activity to the specified intent.\nWill fail with error if the intent is not supported by the activity or not eligible for the character.\nor\ncharacter = {\nset_activity_intent = {\nintent = reduce_stress_intent\ntarget = scope:character\n}\n}","character = {\n\tset_activity_intent = reduce_stress_intent\n}"],["Sets the character's age. Note that this will completely bypass birthday on-actions, age-related health, and so on, just like the console command\nUsage: set_age = script value","Usage: set_age = script value"],["set_amenity_level = { type = food value = 2 }\nSets the amenity type to the given value for the scoped character","Sets the amenity type to the given value for the scoped character"],["Set timeout for character's participation in any appointment. Can specify loc-key with reason via 'desc'.\nWill not override an existing longer timeout.\nscope:character = {\nset_appointment_timeout = {\ndays = 365\ndesc = reason_flag\n}\n}","set_appointment_timeout = {\n\t\tmonths = 2\n\t}"],["The target character becomes the beneficiary of the scoped character. set_beneficiary = some character",""],["Changes what faith a character has executing the effects for it. For history setup use 'set_character_faith_history' instead.",""],["Changes what faith a character has NOT executing the effects for it. USE ONLY IN HISOTRY SETUP!",""],["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",""],["Changes the characters secret_faith","set_character_secret_faith = faith:rabbinism"],["Sets the child to be (or not be) a child of a concubine during pregnancy",""],["Sets the task of the scope councillor { task_type = council_position_type_key target = for_targeted_tasks }",""],["Set the character's court language to the given languageset_court_language = language_norwegian",""],["Set the court type for this character's royal court",""],["Set the culture for this character",""],["sets the culture of the character to be the same as the culture of the target",""],["Sets the current court grandeur of a character with a royal court, clamped between NRoyalCourt::COURT_GRANDEUR_MIN and NRoyalCourt::COURT_GRANDEUR_MAX.\nDoes not apply a grace period, and removes any existing one.","Does not apply a grace period, and removes any existing one."],["set_dead_character_variable = {\nvalue = <value> - any event target, bool, value, script value or flag\nyears/weeks/days = { <min_number> <max_number> } - years/weeks/days this flag is supposed to last\n}\nAdds a variable to a dead character. A duration is required.","name = <name> - name of the variable"],["set_death_reason = { killer = X death_reason = Y artifact = Z }\nAll parameters are optional. Sets the death reason, the killer, and artifact used in the death of a dead character","All parameters are optional. Sets the death reason, the killer, and artifact used in the death of a dead character"],["Set the default education focus for this character",""],["Sets one the given direct child character as designated heir.","set_designated_heir = my_character_scope"],["Sets the given character as designated heir. This is unsafe if the designated heirs loop. Ensure that there is no loop of heirs when using this. This is purely for mod supports and designers should never use this.","set_designated_heir_unsafe = my_character_scope"],["Set target character as new diarch. Requires an active diarchy","set_diarch = scope:new_diarch"],["Set mandate for the diarch. Takes mandate type as argument\nscope:diarch = { set_diarchy_mandate = live_long_and_prosper }",""],["Set scales of power swing for the active diarchy","set_diarchy_swing = 55"],["Set diarthy type for the character. Takes diarchy type as argument","set_diarchy_type = regency"],["Add the scope character to the target character's court",""],["Set the ethnicity for this character, if it is of a different portrait group and they have DNA it will be randomized",""],["sets the father of a character",""],["Set the focus for this character",""],["Sets the dynasty house of the character",""],["Changes what age the character became immortal at. Only works if already immortal","set_immortal_age = 20"],["Sets the scoped character's killer as being publicly known","set_killer_public = bool"],["Sets the knight status of the character to Forced/Default/Disallowed",""],["Sets the child to a known or unknown bastard during pregnancy",""],["Moves the character to a specific location.\nstick_to_location can be used to prevent the safety checks that sometimes return characters to their default location automatically.Usage: set_location = province","set_location = { location = province stick_to_location = yes/no }"],["Moves the character to its \"default\" location.This is usually the realm capital for landed characters, or court location for courtiers.\nUsage: set_location_to_default = yes/no",""],["Sets the mother of a character",""],["Set the number of children",""],["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/no",""],["Sets the owner of the target legend to the scoped character.","set_owned_legend = legend"],["The scope character's player will now play as the target character. Scope must be player-controlled. Target cannot be player-controlled. Example:set_player_character = scope:title_recipient",""],["Set the assumed father of the pregnancy",""],["Set the primary spouse of a character","set_primary_spouse = scope"],["Sets the primary title for a character","set_primary_title_to = <title>"],["Adds the scoped character as a promoter of the target legend.","set_promoted_legend = legend"],["Changes the real father of the scoped character",""],["Changes the real mother of the scoped character",""],["Set a new realm capital","character = { set_realm_capital = new_title }"],["Set the regnal name of a character.\nset_regnal_name = { character = scope:character } # copy regnal/first name from the character","set_regnal_name = <localization_key> # All script scopes available"],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Sets scripted relationship, set_relation_xxx = target, set_relation_xxx = { target = target reason = reason_key copy_reason = optional_other_relation province = optional_province involved_character = optional_character }",""],["Set the maximum (and also desired value) for the 'reserved' gold AI budget. This budget is saved up, even before the war chest budget. It will not correct the current gold in that budget to conform to the new maximum.character, set_reserved_gold_maximum = X","set_reserved_gold_maximum = X"],["sets the ethnicity of the character to be the same as the ethnicity of the target",""],["Sets the sexuality of the character",""],["Blocks the subject contract from being modified with regards to being checked by 'subject_contract_is_blocked_from_modification'",""],["Set the character to lowborn",""],["Sets the trait rank = { trait = trait_group rank = new rank }",""],["Set budget base-rate for category","set_treasury_budget_base_rate_military = X"],["Set budget base-rate for category","set_treasury_budget_base_rate_ministries = X"],["Set budget base-rate for category","set_treasury_budget_base_rate_salaries = X"],["Blocks the vassal contract from being modified with regards to being checked by 'vassal_contract_is_blocked_from_modification'",""],["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 = {\n\t levies = int/script value # optional, number of men\n\t men_at_arms = { # optional, multiple can be specified. Need either levies or MAA\n type = key\n men/stacks = int/script value\n }\n\t location = province\n\t origin = province # optional, location used if not set. This is used for where to base bonuses and the like on\n\t war = war # optional. If set, the stack will disband after the war ends\n\t war_keep_on_attacker_victory = yes/no # Default: no. Tied to a war. Normally the stack will disband upon victory (if a war is specified), but this parameter prevents that from happening upon attacker victory\n\t inheritable = yes/no # Default: yes\n\t uses_supply = yes/no # Default: yes\n\t army = army # optional. If set, the stack will merge into this army\n 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)\n name = description # gives the troops a specific name that shows up in interfaces\n}"],["sponsor_inspiration = inspiration\nSets the sponsor of the target inspiration to the scoped character","Sets the sponsor of the target inspiration to the scoped 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).",""],["Starts a new scheme of the given type.","<scheme starting character> =\n\tstart_scheme = {\n\t\ttype = X\n\t\tcontract = (Optional) CONTRACT\n\t\ttarget_character = (*) CHARACTER\n\t\ttarget_title = (*)TITLE\n\t\ttarget_culture = (*)CULTURE\n\t\ttarget_faith = (*)FAITH\n\t\ttargets_nothing = (*) yes/no (default no)\n\t\tsave_scope_as = (Optional) NAME\n\t}\n}\n(*) Only one target can be specified (or 0 if target_nothing = yes)."],["Start a travel plan. Saving this as a scope will not work for player characters if they have to use the planner.","start_travel_plan = {\n\tdestination = scope:province (repeatable)\n\ttravel_leader = scope:character (optional)\n\tcompanion = scope:character (optional & repeatable)\n\n\t# Domicile will move between provinces as travel progresses\n\ttravel_with_domicile = no\n\tplayers_use_planner = yes\n\n\t# adds a destination at the end of the travel plan to return to the starting location\n\treturn_trip = yes\n\n\t# if NO a human player cannot close the planning window before starting their travel plan\n\tcan_cancel_planning = yes\n\n\t# Eventtriggered on non-home destinations determined by on_arrival_destinations\n\t# root - travel plan owner\n\ton_arrival_event = event_id\n\n\t# Onaction triggered on non-home destinations determined by on_arrival_destinations.\n\t# root - travel plan owner\n\ton_arrival_on_action = onaction_id\n\n\t# Event triggered when the travel starts\n\t# root - travel plan owner\n\ton_start_event = event_id\n\n\t# Onaction triggered when the travel starts\n\t# root - travel plan owner\n\ton_start_on_action = onaction_id\n\n\t# Event triggered if a player exits the travel planner instead of starting a travel\n\t# root - travel plan owner\n\ton_travel_planner_cancel_event = event_id\n\n\t# Onaction triggered if a player exits the travel planner instead of starting a travel\n\t# root - travel plan owner\n\ton_travel_planner_cancel_on_action = onaction_id\n\n\t# Which destinations the on_arrival should trigger on, defaults to all_but_last\n\ton_arrival_destinations = all_but_last/all/first/last\n}"],["starts a tributary = {\n}","contract_group = SUBJECT CONTRACT GROUPsuzerain = CHARACTER"],["starts a war = { casus_belli/cb = X target = Y claimant = Z target_title = W1 target_title = W2 ... } where X is a casus belli type, Y is the target character, Z i the (optional) claimant, W1, W2.... are targeted titles.\nIf there are no title targets, the effect will pick one of possible title targets.","If there are no title targets, the effect will pick one of possible title targets."],["Remove the scoped character as the owner/promoter of their current promoted legend if they have one.","stop_promoting_legend = yes"],["Makes a piece of localized text with the given key be stored on the character even after death, you should use this sparingly to avoid save bloat and use 'remove_localized_text' if you no longer need itsaves","store_localized_text_in_death = key"],["Stress impact according to specified traits (trait = value), use base = value for a base value that's always added",""],["Take target character as a hostagescope:warden = { take_hostage = scope:hostage }",""],["change the obligation level of the scoped character's tributary contract\nvassal_contract_set_obligation_level = { type = name level = herd_obligation_low }\nvassal_contract_set_obligation_level = { type = name level = scope:obligation }","vassal_contract_set_obligation_level = { type = name level = 1 } # index to obligation level"],["Attempts to start a diarchy for the character. Takes diarchy type as argument\nNB: this effect will silently fail if a valid diarch cannot be found.\nUse `exists = my_ruler_scope.diarch` to test if it's valid afterwards if needed.","start_diarchy = regency"],["The character unlearns the court language of the target character. Cannot unlearn the language of your cultureunlearn_court_language_of = scope:target_character",""],["The character unlearns the language. Cannot unlearn the language of your cultureunlearn_language = language_norwegian",""],["The character unlearns the language of the target culture. Cannot unlearn the language of your cultureunlearn_language_of_culture = scope:target_culture",""],["Uses a hook a character has (removes if weak, puts on cooldown if strong), use_hook = some_character",""],["decrease the obligation level of the scoped character's vassal contract",""],["increase the obligation level of the scoped character's vassal contract",""],["change the obligation level of the scoped character's vassal contract\nvassal_contract_set_obligation_level = { type = name level = feudal_obligation_low }\nvassal_contract_set_obligation_level = { type = name level = scope:obligation }","vassal_contract_set_obligation_level = { type = name level = 1 } # index to obligation level"],["Add the scope character as the target character's guest",""],["Iterate through all characters that may contribute to this contribution. The list depends on the allowed_contributor_filter field of the great project for this contribution.\nKeep in mind that dead founders and non-ruler founders will yield empty lists. Contributions that don't accept funding will likewise yield empty lists.","every_potential_contributor = { limit = { <triggers> } <effects> }"],["Iterate through all characters that may contribute to this contribution. The list depends on the allowed_contributor_filter field of the great project for this contribution.\nKeep in mind that dead founders and non-ruler founders will yield empty lists. Contributions that don't accept funding will likewise yield empty lists.","ordered_potential_contributor = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters that may contribute to this contribution. The list depends on the allowed_contributor_filter field of the great project for this contribution.\nKeep in mind that dead founders and non-ruler founders will yield empty lists. Contributions that don't accept funding will likewise yield empty lists.","random_potential_contributor = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Add a modifier to a county\nadd_county_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_county_modifier = name"],["Increase appointment score of an appropriate character for a title.","change_appointment_investment = {\n\ttarget = <character>\n\tinvestor = <character> # Optional, the character who made this investment\n\tvalue = <script_value>\n}"],["Increase appointment score of any character for a title.","change_appointment_investment_for_anyone = {\n\ttarget = <character>\n\tinvestor = <character> # Optional, the character who made this investment\n\tvalue = <script_value>\n}"],["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.",""],["Changes the County Fertility of the scoped county title by the given amount\nscope:county = { change_county_fertility = 5.5 }",""],["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> } }",""],["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.",""],["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.",""],["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",""],["remove all title laws from the scoped title. DOES NOT apply law removal costs and effects.","clear_title_laws = yes"],["remove all title laws from the scoped title. DOES apply law removal costs and effects.","clear_title_laws_effects = yes"],["Copy title history from another title","copy_title_history = source_title"],["Iterate through all claimants to title. parameters: explicit = yes/no/all - default yes","every_claimant = { limit = { <triggers> } <effects> }"],["Iterate through all counties connected to this one. Is based on top liege\nany/every/whatever_connectec_county = {\nallow_one_county_land_gap = yes\nevery_connected_county = { limit = { <triggers> } <effects> }","max_naval_distance = 500"],["Iterate through all faiths headed by a title","every_controlled_faith = { limit = { <triggers> } <effects> }"],["Iterate through controlled title regiments","every_controlled_title_maa_regiment = { limit = { <triggers> } <effects> }"],["Iterate through all provinces in a county","every_county_province = { limit = { <triggers> } <effects> }"],["Iterate through all epidemics affecting the provinces in a county\nOptionally specify an outbreak intensity filter\nevery_county_province_epidemic = { limit = { <triggers> } <effects> }","any_county_province_epidemic = { intensity = apocalyptic }"],["Iterate through all situations that a county is involved in.","every_county_situation = { limit = { <triggers> } <effects> }"],["Iterate through all situation sub-regions that a county is involved in.","every_county_situation_sub_region = { limit = { <triggers> } <effects> }"],["Iterate through all struggles that a county is involved in.","every_county_struggle = { limit = { <triggers> } <effects> }"],["Iterate through all counties within this dejure title","every_de_jure_county = { limit = { <triggers> } <effects> }"],["Iterate through all characters directly holding counties within this dejure title","every_de_jure_county_holder = { limit = { <triggers> } <effects> }"],["Iterate through all top lieges of the counts within this dejure title","every_de_jure_top_liege = { limit = { <triggers> } <effects> }"],["Iterate through all the vassal holders of the title","every_dejure_vassal_title_holder = { limit = { <triggers> } <effects> }"],["Iterate through all de facto vassal titles","every_direct_de_facto_vassal_title = { limit = { <triggers> } <effects> }"],["Iterate through the all de jure vassals titles","every_direct_de_jure_vassal_title = { limit = { <triggers> } <effects> }"],["Iterate through all characters who are valid candidates in an election for a title","every_election_candidate = { limit = { <triggers> } <effects> }"],["Iterate through all characters who are valid electors in an election for a title","every_elector = { limit = { <triggers> } <effects> }"],["Iterate through all counties that are important for the scoped title","every_important_location_for_title = { limit = { <triggers> } <effects> }"],["Iterate through the title itself, all de facto vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal\nThis 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\n..._de_jure_vassal_and_below = { continue = { conditions } }","every_in_de_facto_hierarchy = { limit = { <triggers> } <effects> }"],["Iterate through the title itself, all de jure vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal\nThis 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\n..._de_jure_vassal_and_below = { continue = { conditions } }","every_in_de_jure_hierarchy = { limit = { <triggers> } <effects> }"],["Iterate through all neighboring counties. Can only be used in county scope","every_neighboring_county = { limit = { <triggers> } <effects> }"],["Iterate through owned title MaA regiments","every_owned_title_maa_regiment = { limit = { <triggers> } <effects> }"],["Iterate through all past owners of a title from earliest to latest","every_past_holder = { limit = { <triggers> } <effects> }"],["Iterate through all past owners of a title from latest to earliest","every_past_holder_reversed = { limit = { <triggers> } <effects> }"],["Iterate through all investors of target candidate within the scoped title. Optionally specify a value to filter by investment amount\nscope:landed_title = {\nany/every/ordered/random_succession_appointment_investors = {\nvalue > {\t\t\t# Optional compare value to\nvalue = 100\t\t# only have characters that\nadd = 10\t\t# have invested this much.\n}\n}\n}\nevery_succession_appointment_investors = { limit = { <triggers> } <effects> }","candidate = scope:character"],["Iterate through this title and all its dejure liege titles","every_this_title_or_de_jure_above = { limit = { <triggers> } <effects> }"],["Line of succession for the scoped title","every_title_heir = { limit = { <triggers> } <effects> }"],["Iterate through titles that consider scoped county an important location","every_title_interested_in_location = { limit = { <triggers> } <effects> }"],["Iterate through all factions joined the scope landed title","every_title_joined_faction = { limit = { <triggers> } <effects> }"],["Iterate through title all MaA regiments","every_title_maa_regiment = { limit = { <triggers> } <effects> }"],["Scopes from a title to a neighboring county (incl. across water, looking trough the de Jure lieges)","every_title_to_title_neighboring_and_across_water_county = { limit = { <triggers> } <effects> }"],["Scopes from a title to a neighboring duchy (incl. across water, looking trough the de Jure lieges)","every_title_to_title_neighboring_and_across_water_duchy = { limit = { <triggers> } <effects> }"],["Scopes from a title to a neighboring empire (incl. across water, looking trough the de Jure lieges)","every_title_to_title_neighboring_and_across_water_empire = { limit = { <triggers> } <effects> }"],["Scopes from a title to a neighboring kingdom (incl. across water, looking trough the de Jure lieges)","every_title_to_title_neighboring_and_across_water_kingdom = { limit = { <triggers> } <effects> }"],["Scopes from a title to a neighboring county (looking trough the de Jure lieges)","every_title_to_title_neighboring_county = { limit = { <triggers> } <effects> }"],["Scopes from a title to a neighboring duchy (looking trough the de Jure lieges)","every_title_to_title_neighboring_duchy = { limit = { <triggers> } <effects> }"],["Scopes from a title to a neighboring empire (looking trough the de Jure lieges)","every_title_to_title_neighboring_empire = { limit = { <triggers> } <effects> }"],["Scopes from a title to a neighboring kingdom (looking trough the de Jure lieges)","every_title_to_title_neighboring_kingdom = { limit = { <triggers> } <effects> }"],["Lease out the scoped title","lease_out_to = scope:a_holy_order"],["Move a custom localized title name from the scope title to the target title.","move_title_name_to = scope:target_title"],["Iterate through all claimants to title. parameters: explicit = yes/no/all - default yes","ordered_claimant = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all counties connected to this one. Is based on top liege\nany/every/whatever_connectec_county = {\nallow_one_county_land_gap = yes\nordered_connected_county = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","max_naval_distance = 500"],["Iterate through all faiths headed by a title","ordered_controlled_faith = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through controlled title regiments","ordered_controlled_title_maa_regiment = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all provinces in a county","ordered_county_province = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all epidemics affecting the provinces in a county\nOptionally specify an outbreak intensity filter\nordered_county_province_epidemic = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_county_province_epidemic = { intensity = apocalyptic }"],["Iterate through all situations that a county is involved in.","ordered_county_situation = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all situation sub-regions that a county is involved in.","ordered_county_situation_sub_region = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all struggles that a county is involved in.","ordered_county_struggle = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all counties within this dejure title","ordered_de_jure_county = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters directly holding counties within this dejure title","ordered_de_jure_county_holder = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all top lieges of the counts within this dejure title","ordered_de_jure_top_liege = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all the vassal holders of the title","ordered_dejure_vassal_title_holder = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all de facto vassal titles","ordered_direct_de_facto_vassal_title = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through the all de jure vassals titles","ordered_direct_de_jure_vassal_title = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters who are valid candidates in an election for a title","ordered_election_candidate = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters who are valid electors in an election for a title","ordered_elector = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all counties that are important for the scoped title","ordered_important_location_for_title = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through the title itself, all de facto vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal\nThis 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\n..._de_jure_vassal_and_below = { continue = { conditions } }","ordered_in_de_facto_hierarchy = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through the title itself, all de jure vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal\nThis 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\n..._de_jure_vassal_and_below = { continue = { conditions } }","ordered_in_de_jure_hierarchy = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all neighboring counties. Can only be used in county scope","ordered_neighboring_county = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through owned title MaA regiments","ordered_owned_title_maa_regiment = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all past owners of a title from earliest to latest","ordered_past_holder = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all past owners of a title from latest to earliest","ordered_past_holder_reversed = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all investors of target candidate within the scoped title. Optionally specify a value to filter by investment amount\nscope:landed_title = {\nany/every/ordered/random_succession_appointment_investors = {\nvalue > {\t\t\t# Optional compare value to\nvalue = 100\t\t# only have characters that\nadd = 10\t\t# have invested this much.\n}\n}\n}\nordered_succession_appointment_investors = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","candidate = scope:character"],["Iterate through this title and all its dejure liege titles","ordered_this_title_or_de_jure_above = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Line of succession for the scoped title","ordered_title_heir = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through titles that consider scoped county an important location","ordered_title_interested_in_location = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all factions joined the scope landed title","ordered_title_joined_faction = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through title all MaA regiments","ordered_title_maa_regiment = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Scopes from a title to a neighboring county (incl. across water, looking trough the de Jure lieges)","ordered_title_to_title_neighboring_and_across_water_county = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Scopes from a title to a neighboring duchy (incl. across water, looking trough the de Jure lieges)","ordered_title_to_title_neighboring_and_across_water_duchy = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Scopes from a title to a neighboring empire (incl. across water, looking trough the de Jure lieges)","ordered_title_to_title_neighboring_and_across_water_empire = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Scopes from a title to a neighboring kingdom (incl. across water, looking trough the de Jure lieges)","ordered_title_to_title_neighboring_and_across_water_kingdom = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Scopes from a title to a neighboring county (looking trough the de Jure lieges)","ordered_title_to_title_neighboring_county = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Scopes from a title to a neighboring duchy (looking trough the de Jure lieges)","ordered_title_to_title_neighboring_duchy = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Scopes from a title to a neighboring empire (looking trough the de Jure lieges)","ordered_title_to_title_neighboring_empire = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Scopes from a title to a neighboring kingdom (looking trough the de Jure lieges)","ordered_title_to_title_neighboring_kingdom = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all claimants to title. parameters: explicit = yes/no/all - default yes","random_claimant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties connected to this one. Is based on top liege\nany/every/whatever_connectec_county = {\nallow_one_county_land_gap = yes\nrandom_connected_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","max_naval_distance = 500"],["Iterate through all faiths headed by a title","random_controlled_faith = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through controlled title regiments","random_controlled_title_maa_regiment = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all provinces in a county","random_county_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all epidemics affecting the provinces in a county\nOptionally specify an outbreak intensity filter\nrandom_county_province_epidemic = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_county_province_epidemic = { intensity = apocalyptic }"],["Iterate through all situations that a county is involved in.","random_county_situation = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all situation sub-regions that a county is involved in.","random_county_situation_sub_region = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all struggles that a county is involved in.","random_county_struggle = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties within this dejure title","random_de_jure_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters directly holding counties within this dejure title","random_de_jure_county_holder = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all top lieges of the counts within this dejure title","random_de_jure_top_liege = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all the vassal holders of the title","random_dejure_vassal_title_holder = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all de facto vassal titles","random_direct_de_facto_vassal_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through the all de jure vassals titles","random_direct_de_jure_vassal_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters who are valid candidates in an election for a title","random_election_candidate = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters who are valid electors in an election for a title","random_elector = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties that are important for the scoped title","random_important_location_for_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through the title itself, all de facto vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal\nThis 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\n..._de_jure_vassal_and_below = { continue = { conditions } }","random_in_de_facto_hierarchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through the title itself, all de jure vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal\nThis 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\n..._de_jure_vassal_and_below = { continue = { conditions } }","random_in_de_jure_hierarchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all neighboring counties. Can only be used in county scope","random_neighboring_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through owned title MaA regiments","random_owned_title_maa_regiment = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all past owners of a title from earliest to latest","random_past_holder = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all past owners of a title from latest to earliest","random_past_holder_reversed = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all investors of target candidate within the scoped title. Optionally specify a value to filter by investment amount\nscope:landed_title = {\nany/every/ordered/random_succession_appointment_investors = {\nvalue > {\t\t\t# Optional compare value to\nvalue = 100\t\t# only have characters that\nadd = 10\t\t# have invested this much.\n}\n}\n}\nrandom_succession_appointment_investors = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","candidate = scope:character"],["Iterate through this title and all its dejure liege titles","random_this_title_or_de_jure_above = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Line of succession for the scoped title","random_title_heir = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through titles that consider scoped county an important location","random_title_interested_in_location = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all factions joined the scope landed title","random_title_joined_faction = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through title all MaA regiments","random_title_maa_regiment = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a title to a neighboring county (incl. across water, looking trough the de Jure lieges)","random_title_to_title_neighboring_and_across_water_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a title to a neighboring duchy (incl. across water, looking trough the de Jure lieges)","random_title_to_title_neighboring_and_across_water_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a title to a neighboring empire (incl. across water, looking trough the de Jure lieges)","random_title_to_title_neighboring_and_across_water_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a title to a neighboring kingdom (incl. across water, looking trough the de Jure lieges)","random_title_to_title_neighboring_and_across_water_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a title to a neighboring county (looking trough the de Jure lieges)","random_title_to_title_neighboring_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a title to a neighboring duchy (looking trough the de Jure lieges)","random_title_to_title_neighboring_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a title to a neighboring empire (looking trough the de Jure lieges)","random_title_to_title_neighboring_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Scopes from a title to a neighboring kingdom (looking trough the de Jure lieges)","random_title_to_title_neighboring_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Remove all instances of a modifier from a county","remove_all_county_modifier_instances = name"],["Remove a modifier from a county","remove_county_modifier = name"],["Scoped county is no longer important for anyone\nscope:county = {\n}","remove_important_location = yes"],["Scoped county is no longer important for the target title\nscope:county = {\n}","remove_title_from_important_location = scope:title"],["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"],["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"],["Revoke the lease of the scoped title","revoke_lease = yes"],["Sets if the title should always go to the primary heir in partition succession","set_always_follows_primary_heir = yes"],["Sets if the title can be named after it's holder's dynasty. set_can_be_named_after_dynasty_effect = no",""],["Sets if the title can use the dynamic naming for nomads. set_can_use_nomadic_naming = no",""],["Sets scoped barony to be the county capital","set_capital_barony = yes"],["Sets the capital county of the title to the target county","set_capital_county = <some county 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>"],["sets the culture of a county","set_county_culture = culture:english/root.character_culture"],["Changes what faith a county has",""],["Set a new DeJure liege title","set_de_jure_liege_title = new_de_jure_liege"],["Sets if the title should use a definitive form name (no 'Kingdom of')","set_definitive_form = yes"],["Sets if the title should be deleted from the gamestate completely when it is destroyed. set_delete_on_destroy = yes",""],["Sets if the title should be destroyed on succession if there's no heir matching its restrictions. set_destroy_if_invalid_heir = yes",""],["Sets if the title should be deleted from the gamestate completely when character gains or create a new title with the same tier.set_destroy_on_gain_same_tier = yes",""],["Sets if the title should be destroyed on succession. set_destroy_on_succession = yes",""],["Change if the scoped title is a special figurehead or not",""],["Scoped county is set as important for the target title\nscope:county = {\n}\nEvents and onactions are fired with this scope:\nroot - title top liege\nscope:county - important location\nscope:title - higher tier title that is interested in the county\nIn enter realm:\nscope:changed_top_liege - former top liege of the important location\nIn leave realm:\nscope:changed_top_liege - new top liege of the important location","set_important_location = {\n\t\ttitle = scope:higher_tier_title\n\t\tenter_realm_event = event_name\n\t\tenter_realm_on_action = onaction_name\n\t\tleave_realm_event = event_name\n\t\tleave_realm_on_action = onaction_name\n\t}"],["Sets if the title is landless (can be held by rulers with no land)","set_landless_title = yes"],["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"],["Change if the scoped title is for a noble family, allowing landless playable. Title must be at least a duchy",""],["Set the State Faith of a Title whose holder has the state_faith government rule","<landed_title> = { set_state_faith = <faith> }"],["Changes the title's map color to the specified value. Both named and RGB values are supported.","scope:landed_title = {\n\tset_title_color = { 255 0 0 }\n}"],["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"],["Sets the name (localization key or custom text) of the scoped title, by parsing the passed localization key once with the current top scope. This can result in another localization key, or custom text.\nThe adjective will be constructed by adding '_adj' to the localisation key, if the key exists. Won't cause the prefix to change.","set_title_name_dynamic = my_scripted_localization_key"],["sets the prefix of the scoped title. Won't cause its name or adjective to change","set_title_prefix = PREFIX_THE"],["the scoped landed title creates a faction of the specified type against the specified target, title_create_faction = { type = X target = Y }",""],["the landed title in the scope joins the assigned faction",""],["the title in the scope leaves the assigned faction",""],["Transfers control of the scoped title's owned MaA to the target title",""],["Transfers ownership of the scoped title's owned MaA to the target title",""],["update_dynamic_coa = yes\nUpdates the dynamic coat of arms definition of a given title picking a new one and overwriting the existing set coat of arms with it if picked","Updates the dynamic coat of arms definition of a given title picking a new one and overwriting the existing set coat of arms with it if picked"],["Gets all provinces infected by the scoped epidemic","every_infected_province = { limit = { <triggers> } <effects> }"],["Gets all provinces infected by the scoped epidemic","ordered_infected_province = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Gets all provinces infected by the scoped epidemic","random_infected_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Sets the epidemic outbreak intensity to the new value.\nminor, major, apocalyptic","set_epidemic_outbreak_intensity = major"],["Iterate through all titles leased to a holy order","every_leased_title = { limit = { <triggers> } <effects> }"],["Iterate through all titles leased to a holy order","ordered_leased_title = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all titles leased to a holy order","random_leased_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Change size of MaA regiment by the specified value.\nExtra troops are deleted, by default new troops will have to reinforce,\nunless reinforce = yes is used\nscope:regiment = {\nchange_maa_regiment_size = {\nsize = 5\nreinforce = yes\n}\n}","change_maa_regiment_size = scope:change_by"],["Change current troops count of MaA regiment. It can't exceed max troops count\nscope:regiment = { change_maa_troops_count = value }",""],["Destroy MaA regiment\nDoesn't work on regiments that belong to mercenary companies and holy orders\nscope:regiment = {\n}","destroy_maa_regiment = yes"],["Transfet title MaA regiment to another title",""],["add_activity_log_entry = {\nscore = <script_value>\ntags = { <a> <b> <c> } # Optional\nshow_in_conclusion = yes/no # Optional, defaults to no\ncharacter = <character>\ntarget = <character> # Optional\nlocation = <province> # Optional, defaults to current activity loction\nartifact = <artifact> # Optional\n}\nAdd a new log entry to the scoped activity","key = <loc_key>"],["add_to_current_phase_guest_subset = {\ntarget = scope:character\n}\nAdds the target character to the designated subset in the current phase.","name = <subset_key>"],["add_to_guest_subset = {\ntarget = scope:character\nphase = <phase_key> # Optional\n}\nAdds the target character to the designated subset. Will add to all phases\nand ongoing subsets if phase is not specified. If a phase is specified, they\nwill be added to all phases of that type.","name = <subset_key>"],["Iterate through all province locations of the phases of the activity, optionally limited to unique locations.\nany/every/random_activity_phase_location {\n}\nevery_activity_phase_location = { limit = { <triggers> } <effects> }","unique = yes/no"],["Iterate through all future province locations of the phases of the activity, optionally limited to unique locations. ('future' does not include any started phase)\nany/every/random_activity_phase_location_future {\n}\nevery_activity_phase_location_future = { limit = { <triggers> } <effects> }","unique = yes/no"],["Iterate through all past province locations of the phases of the activity, optionally limited to unique locations. ('past' only includes ended phases)\nany/every/random_activity_phase_location_future {\n}\nevery_activity_phase_location_past = { limit = { <triggers> } <effects> }","unique = yes/no"],["Iterate through all characters attending an activity.\nInvited guests that have not accepted/declined yet are not part of this list.\nSupports an optional state the character must be in.\nevery_attending_character = { limit = { <triggers> } <effects> }","any_attending_character = { state = travel/passive/active }"],["any/every/random_guest_subset = {\nphase = <phase_key> # Optional\n}\nIterates through characteres within the specified subset for past, current and\nfuture phases. If phase is specified it will only iterate through characters\nsubsets of that particular phase type.\nevery_guest_subset = { limit = { <triggers> } <effects> }","name = <subset_key>"],["any/every/random_guest_subset_current_phase = {\n}\nIterates through characteres within the specified subset of the current phase.\nevery_guest_subset_current_phase = { limit = { <triggers> } <effects> }","name = <subset_key>"],["Iterate through all characters invited to an activity. Once they accept/decline, they are removed from this list.","every_invited_character = { limit = { <triggers> } <effects> }"],["Iterate through all special guests of an activity.\nevery_special_guest = { limit = { <triggers> } <effects> }","any_special_guest = { ... }"],["Iterate through all province locations of the phases of the activity, optionally limited to unique locations.\nany/every/random_activity_phase_location {\n}\nordered_activity_phase_location = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","unique = yes/no"],["Iterate through all future province locations of the phases of the activity, optionally limited to unique locations. ('future' does not include any started phase)\nany/every/random_activity_phase_location_future {\n}\nordered_activity_phase_location_future = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","unique = yes/no"],["Iterate through all past province locations of the phases of the activity, optionally limited to unique locations. ('past' only includes ended phases)\nany/every/random_activity_phase_location_future {\n}\nordered_activity_phase_location_past = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","unique = yes/no"],["Iterate through all characters attending an activity.\nInvited guests that have not accepted/declined yet are not part of this list.\nSupports an optional state the character must be in.\nordered_attending_character = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_attending_character = { state = travel/passive/active }"],["any/every/random_guest_subset = {\nphase = <phase_key> # Optional\n}\nIterates through characteres within the specified subset for past, current and\nfuture phases. If phase is specified it will only iterate through characters\nsubsets of that particular phase type.\nordered_guest_subset = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","name = <subset_key>"],["any/every/random_guest_subset_current_phase = {\n}\nIterates through characteres within the specified subset of the current phase.\nordered_guest_subset_current_phase = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","name = <subset_key>"],["Iterate through all characters invited to an activity. Once they accept/decline, they are removed from this list.","ordered_invited_character = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all special guests of an activity.\nordered_special_guest = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_special_guest = { ... }"],["Progress the current activity phase forward after X days.","progress_activity_phase_after = { days = X weeks = Z months = Y}"],["Iterate through all province locations of the phases of the activity, optionally limited to unique locations.\nany/every/random_activity_phase_location {\n}\nrandom_activity_phase_location = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","unique = yes/no"],["Iterate through all future province locations of the phases of the activity, optionally limited to unique locations. ('future' does not include any started phase)\nany/every/random_activity_phase_location_future {\n}\nrandom_activity_phase_location_future = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","unique = yes/no"],["Iterate through all past province locations of the phases of the activity, optionally limited to unique locations. ('past' only includes ended phases)\nany/every/random_activity_phase_location_future {\n}\nrandom_activity_phase_location_past = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","unique = yes/no"],["Iterate through all characters attending an activity.\nInvited guests that have not accepted/declined yet are not part of this list.\nSupports an optional state the character must be in.\nrandom_attending_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_attending_character = { state = travel/passive/active }"],["any/every/random_guest_subset = {\nphase = <phase_key> # Optional\n}\nIterates through characteres within the specified subset for past, current and\nfuture phases. If phase is specified it will only iterate through characters\nsubsets of that particular phase type.\nrandom_guest_subset = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","name = <subset_key>"],["any/every/random_guest_subset_current_phase = {\n}\nIterates through characteres within the specified subset of the current phase.\nrandom_guest_subset_current_phase = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","name = <subset_key>"],["Iterate through all characters invited to an activity. Once they accept/decline, they are removed from this list.","random_invited_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all special guests of an activity.\nrandom_special_guest = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_special_guest = { ... }"],["remove_from_current_phase_guest_subset = {\ntarget = scope:character\n}\nRemoves the target character from the designated subset in the current phase.","name = <subset_key>"],["add_to_guest_subset = {\ntarget = scope:character\nphase = <phase_key> # Optional\n}\nRemoves the target character from the designated subset. Will remove from all\nupcoming and ongoing subsets if phase is not specified. If a phase is specified,\nthey will be removed from all phases of that type.","name = <subset_key>"],["set_activity_host = character\nThe host of the scoped activity is set to the target character",""],["Sets the target character as a special guest for the scoped activity, replacing the existing one if set.\nThe character will be invited to the activity if they are not already attending, potentially using one of the slots reserved for effect invites.\nSpecify the type of special guest to set - this effect will error if the activity doesn't involve the specified guest type.","set_special_guest = {\n\ttype = <special guest key>\n\ttarget = scope:character\n}"],["Skip the current activity phase, either directly to the next phase, or to completion. (fast-forwards) skip_activity_phase = yes/no.",""],["Shifts the house relation between levels.","some_house_relation = {\n\tchange_house_relation_level = {\n\t\tsteps = 2.0 # Can be either full steps, or fractional ones\n\t\tdescription = <dynamic description> # Why the latest change happened\n\t\tnotification = <yes/no> # Optional (default: yes). Should we show a message if a players house is involved?\n\t}\n}"],["Clear the relation between two houses.","some_relation = {\n\tclear_house_relation = yes\n}"],["Iterate over both houses in the given relation","every_relation_house = { limit = { <triggers> } <effects> }"],["Iterate over both houses in the given relation","ordered_relation_house = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate over both houses in the given relation","random_relation_house = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters that are part of a participation group in a situation.","every_situation_group_participant = { limit = { <triggers> } <effects> }"],["Force-recalculate participation group for all members of some participation group\nNew participation group is calculated for every member before changes are made. Make sure to swich\ngroups for specific people in advance with a separate effect if it affects group membership for other people\nscope:participant_group = {\n}","mass_recalculate_participant_groups = yes"],["Iterate through all characters that are part of a participation group in a situation.","ordered_situation_group_participant = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters that are part of a participation group in a situation.","random_situation_group_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Adds prestige, gold and piety based on contribution to allied attackers. Supports almost all currencies.\n* prestige, gold, piety, merit and influence are awarded to the participating rulers\n* dynasty_prestige is awarded to the participating rulers' dynasty\n* treasury is paid to the rulers' primary title's treasury cache, if it supports a treasury. Errors will occur otherwise.\n* herd and provisions are paid to the rulers' domicile, if it exists and supports the currency. Errors will occur otherwise.\n* Can only be called once per casus belli. Errors will occur otherwise","casus_belli = {\n\tadd_from_contribution_attackers = {\n\t\tprestige = medium_prestige_value\n\t\tgold = medium_gold_value\n\t\tpiety = medium_piety_value\n\t\tinfluence = medium_influence_value\n\t\tmerit = medium_herd_value\n\t\trenown = 50\n\t\ttreasury = medium_treasury_value\n\t\therd = medium_herd_value\n\t\tprovisions = medium_provisions_value\n\t\tbarter_goods = 50\n\n\t\topinion = {\n\t\t\tmodifier = contributed_in_war\n\t\t}\n\t}\n}"],["Adds prestige, gold and piety based on contribution to allied defenders. Supports almost all currencies.","casus_belli = {\n\tadd_from_contribution_defenders = {\n\t\tprestige = medium_prestige_value\n\t\tgold = medium_gold_value\n\t\tpiety = medium_piety_value\n\t\tinfluence = medium_influence_value\n\t\tmerit = medium_herd_value\n\t\trenown = medium_renown_value\n\t\ttreasury = medium_treasury_value\n\t\therd = medium_herd_value\n\t\tprovisions = medium_provisions_value\n\n\t\topinion = {\n\t\t\tmodifier = contributed_in_war\n\t\t}\n\t}\n}"],["Iterate through all casus belli's target titles","every_target_title = { limit = { <triggers> } <effects> }"],["Iterate through all casus belli's target titles","ordered_target_title = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all casus belli's target titles","random_target_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Adds a claim on the target artifact to the scoped house",""],["Add a modifier to a house\nadd_house_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_house_modifier = name"],["Add a modifier to a house\nadd_house_unity_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_house_unity_modifier = name"],["Adds value to the house unity.","\tadd_unity_value = {\n\t\tvalue = VALUE\n\t\tcharacter = CHARACTER\n\t\tdesc = localization_key\n\t}"],["Iterate through all claimed artifacts of the scoped house","every_house_claimed_artifact = { limit = { <triggers> } <effects> }"],["Iterate through all house members","every_house_member = { limit = { <triggers> } <effects> }"],["Iterate over all house relations of the given house","every_house_relation = { limit = { <triggers> } <effects> }"],["Iterate through all valid house unity members","every_house_unity_member = { limit = { <triggers> } <effects> }"],["Set or change the relation between two houses.","some_house = {\n\timpact_house_relation = {\n\t\ttarget = <other house>\n\t\ttype = <type of relation> #optional\n\t\tsteps = 2.0 # Can be either full steps, or fractional ones\n\t\tdescription = <dynamic description> # What caused this inception of or change to the relation\n\t\tnotification = <yes/no> # Optional (default: yes). Should we show a message if a players house is involved?\n\t\tsave_scope_as = <name> # Optional. Provide created relation to following scripts.\n\t}\n}"],["Iterate through all claimed artifacts of the scoped house","ordered_house_claimed_artifact = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all house members","ordered_house_member = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate over all house relations of the given house","ordered_house_relation = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all valid house unity members","ordered_house_unity_member = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all claimed artifacts of the scoped house","random_house_claimed_artifact = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all house members","random_house_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate over all house relations of the given house","random_house_relation = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all valid house unity members","random_house_unity_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Remove all instances of a modifier from a house","remove_all_house_modifier_instances = name"],["Remove all instances of a modifier from a house unity","remove_all_house_unity_modifier_instances = name"],["Removes a claim on the target artifact from the scoped house",""],["Remove a modifier from a house","remove_house_modifier = name"],["Remove a modifier from a house unity","remove_house_unity_modifier = name"],["Set house aspiration/aspect/attribute for the given house.","<house> = {\n\tset_house_aspiration = {\n\t\ttype = <type>\n\t\tlevel = <level> # optional\n\t}\n}"],["Set house head for the house. Also transfers noble family title. Usage:","set_house_head = <character>"],["Sets dynasty house name","set_house_name=<dynamic_description>"],["Sets dynasty house name from another dynasty's name","set_house_name_from_dynasty = dynasty"],["Sets dynasty house name from another dynasty house's name","set_house_name_from_house = house"],["Set the relation between two houses.","some_house = {\n\tset_house_relation = {\n\t\ttarget = <other house>\n\t\ttype = <type of relation> #optional\n\t\tlevel = <relationship level> #optional\n\t\tdescription = <dynamic description> # Why the latest change happened\n\t\tsave_scope_as = <name> # optional\n\t}\n}"],["Abort the travel plan immediately - no further travelling is executed, the on_action effect 'on_travel_plan_abort' will be run.","abort_travel_plan = yes/no."],["Adds a character as a companion to the scoped travel plan.","add_companion = CHARACTER"],["Add X days towards the progress of the travel plan to the next destination. If the next destination is reached, excess progress is discarded.\n'on_travel_plan_movement' on_action will not be triggered for any of the provinces. 'on_travel_plan_arrival' will be triggered.","add_destination_progress = {\n\tdays/weeks/months/years = X\n}"],["Adds the travel option specified in the RHS to the scope travel plan.<travel_plan> = { add_travel_option = name }",""],["Add a modifier to a travel plan\nadd_travel_plan_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_travel_plan_modifier = name"],["Adds a travel waypoint just ahead of the current travel location, and change the path accordingly.","<travel_plan> = { add_travel_waypoint = province }"],["Cancel travel plan future path, leave any associated activities, and reroute to home.","cancel_travel_plan = yes/no."],["Complete the travel plan immediately - no further travelling is executed, and the on_action effect 'on_travel_plan_complete' is run.","complete_travel_plan = yes/no"],["Delay the travel plan by specific time duration. Will pause the travel plan, and resume after the duration ends.\nWill add to any existing delay duration, unless 'add = no' is set.","delay_travel_plan = {\n\tdays/weeks/months/years = X\n\tadd = yes/no [optional]\n}"],["Iterate through all characters travelling along with the travel plan owner. Includes travel leader, but not the travel plan owner.","every_entourage_character = { limit = { <triggers> } <effects> }"],["Iterate through all provinces this travel plan has in its route.","every_future_path_location = { limit = { <triggers> } <effects> }"],["Iterate through all provinces this travel plan has arrived at so far.","every_visited_location = { limit = { <triggers> } <effects> }"],["Iterate through all characters travelling along with the travel plan owner. Includes travel leader, but not the travel plan owner.","ordered_entourage_character = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all provinces this travel plan has in its route.","ordered_future_path_location = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all provinces this travel plan has arrived at so far.","ordered_visited_location = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Pause the travel plan, until explicitly resumed. Any existing pause resume date is removed.","pause_travel_plan = yes/no."],["Pause the travel plan, until resumed, if in multiplayer. Any existing pause resume date is removed.","pause_travel_plan_mp = yes/no."],["Iterate through all characters travelling along with the travel plan owner. Includes travel leader, but not the travel plan owner.","random_entourage_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all provinces this travel plan has in its route.","random_future_path_location = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all provinces this travel plan has arrived at so far.","random_visited_location = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Remove all instances of a modifier from a travel plan","remove_all_travel_plan_modifier_instances = name"],["Remove character from a travel plan. You cannot remove the travel plan owner.","remove_character = CHARACTER."],["Removes the travel option specified in the RHS from the scope travel plan.<travel_plan> = { remove_travel_option = name }",""],["Remove a modifier from a travel plan","remove_travel_plan_modifier = name"],["Resume the travel plan, if paused.","resume_travel_plan = yes/no."],["Resume the travel plan, if paused for multiplayer purposes via 'pause_travel_plan_mp'.","resume_travel_plan_mp = yes/no."],["Set a character as the travel leader on the scoped travel plan. Any current leader is moved to be a regular companion in the entourage.","set_travel_leader = CHARACTER"],["Set a character as the owner of the scoped travel plan. If they're already the travel leader or an entourage member, it will remove them from those positions. The current owner is moved to be a regular companion in the entourage.","set_travel_plan_owner = CHARACTER"],["Iterate over both sides ( attacker and defender ) of the given combat","every_combat_side = { limit = { <triggers> } <effects> }"],["Iterate over both sides ( attacker and defender ) of the given combat","ordered_combat_side = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate over both sides ( attacker and defender ) of the given combat","random_combat_side = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Activate an inactive holy site<faith_scope> = { activate_holy_site = <holy_site_name> }",""],["Add doctrine to faith<faith_scope> = { add_doctrine = <doctrine_name> }",""],["Changes the fervor of the faith by the given value. change_fervor = script value",""],["Deactivate an active holy site<faith_scope> = { deactivate_holy_site = <holy_site_name> }",""],["Iterate through all great holy wars this faith is defending against","every_defensive_great_holy_wars = { limit = { <triggers> } <effects> }"],["Iterate through characters of the scoped faith","every_faith_character = { limit = { <triggers> } <effects> }"],["Iterate through all holy orders of the faith","every_faith_holy_order = { limit = { <triggers> } <effects> }"],["Iterate through playable rulers of the scoped faith","every_faith_playable_ruler = { limit = { <triggers> } <effects> }"],["Iterate through rulers of the scoped faith","every_faith_ruler = { limit = { <triggers> } <effects> }"],["Iterate through all holy site baronies of a faith","every_holy_site = { limit = { <triggers> } <effects> }"],["Iterate through all great holy wars this faith is defending against","ordered_defensive_great_holy_wars = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through characters of the scoped faith","ordered_faith_character = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all holy orders of the faith","ordered_faith_holy_order = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through playable rulers of the scoped faith","ordered_faith_playable_ruler = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through rulers of the scoped faith","ordered_faith_ruler = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all holy site baronies of a faith","ordered_holy_site = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all great holy wars this faith is defending against","random_defensive_great_holy_wars = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through characters of the scoped faith","random_faith_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all holy orders of the faith","random_faith_holy_order = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through playable rulers of the scoped faith","random_faith_playable_ruler = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through rulers of the scoped faith","random_faith_ruler = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all holy site baronies of a faith","random_holy_site = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Remove doctrine from faith<faith_scope> = { remove_doctrine = <doctrine_name> }",""],["Removes the religious head title of the faith","remove_religious_head_title = yes"],["Sets the religious head title of the faith to the given title. set_religious_head_title = scope",""],["Starts a great holy war.","start_great_holy_war = {target_character = someonetarget_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}"],["Changes the amount of gold in the war chest by the given amount. change_war_chest_gold = script value",""],["Changes the amount of piety in the war chest by the given amount. change_war_chest_piety = script value",""],["Changes the amount of prestige in the war chest by the given amount. change_war_chest_prestige = script value",""],["The scoped GHW gives out its war-chest in full or in part.","divide_war_chest = {\n\tdefenders = yes (default to attackers instead)\n\tfaction = script value (default 1 for 100%)\n\tgold = no (default = yes)\n\tpiety = no (default = yes)\n\tprestige = no (default = yes)\n}"],["Hands out titles in the target kingdom to the GHW attacker beneficiaries. Will vassalize people based on dejure liege within the taken kingdom. Will refill county garrisons and levies. do_ghw_title_handout = scope:title_and_vassal_change",""],["Iterate through all pledged attackers within a great holy war","every_pledged_attacker = { limit = { <triggers> } <effects> }"],["Iterate through all pledged defenders within a great holy war","every_pledged_defender = { limit = { <triggers> } <effects> }"],["Iterate through all pledged attackers within a great holy war","ordered_pledged_attacker = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all pledged defenders within a great holy war","ordered_pledged_defender = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["The target character pledges themselves as an attacker in the GHW. Must be of the same faith as the GHW declarer. pledge_attacker = some character",""],["The target character pledges themselves as a defender in the GHW. Must be of the same faith as the GHW target. pledge_defender = some character",""],["Iterate through all pledged attackers within a great holy war","random_pledged_attacker = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all pledged defenders within a great holy war","random_pledged_defender = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["The GHW stops having a designated winner. reset_designated_winner = yes",""],["The target character becomes the designated winner of the GHW. set_designated_winner = some character",""],["Sets the target of the great holy war.","set_great_holy_war_target = { target_character = someone target_title = some title }"],["The target character becomes the character that should declare war instead of the religious head. set_war_declarer = some character",""],["Starts the GHW war. start_ghw_war = undirected_great_holy_war",""],["The target character removes their pledge as an attacker in the GHW. unpledge_attacker = some character",""],["The target character removes their pledge as a defender in the GHW. unpledge_defender = some character",""],["Iterates through all Vassals assigned to the scoped Tax Slot","every_tax_slot_vassal = { limit = { <triggers> } <effects> }"],["Iterates through all Vassals assigned to the scoped Tax Slot","ordered_tax_slot_vassal = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterates through all Vassals assigned to the scoped Tax Slot","random_tax_slot_vassal = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all participating character of a memory","every_memory_participant = { limit = { <triggers> } <effects> }"],["Iterate through all participating character of a memory","ordered_memory_participant = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all participating character of a memory","random_memory_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Add building to scoped domicile, ignores cost and construction time","domicile = { add_animate_domicile_building = domicile building key }"],["Add building to scoped domicile, ignores cost and construction time, no building animation","domicile = { add_domicile_building = domicile building key }"],["Adds/removes herd to/from a scoped domicile",""],["Adds (or removes) provisions to a scoped domicile",""],["Construct building to scoped domicile, ignores cost but uses construction time","domicile = { construct_domicile_building = domicile building key }"],["Downgrade building to previous from scoped domicile or destroy it if at lowest","domicile = { lower_domicile_building = domicile building key }"],["Downgrade building to previous from scoped domicile or destroy it if at lowest, without refunding","domicile = { lower_domicile_building = domicile building key }"],["Moves domicile to target location","domicile = { move_domicile = location }"],["Remove building from scoped domicile","domicile = { remove_domicile_building = domicile building key }"],["Remove building from scoped domicile without refunding it","domicile = { remove_domicile_building = domicile building key }"],["Sets the domicile's culture, if it supports it",""],["Sets the domicile's faith, if it supports it",""],["Adds loot to the currently scoped raiding/bartering army.","\tadd_loot = VALUE"],["Adds the designated supply to the army's supply. Cannot exceed the\narmy's max supply capacity.\nscope:army = { add_supply = 20 }",""],["Assign a commander for the scoped army","set_commander = scope:a_character"],["Clears the designated army's supply.\nscope:army = { clear_supply = yes }",""],["Reduce current army size by the giver percentage\nValue on the right side determines what portions of soldiers shall perish\nscope:army = { deplete_army_by_percentage = 0.2 }",""],["Iterate through all MaA regiments in the army\nscope:army = {\n}\nevery_army_maa_regiment = { limit = { <triggers> } <effects> }","any_army_maa_regiment = {\n\t\tinclude_hired = yes # should it include merc and holy order regiments (yes by default)\n\t}"],["Iterate through all MaA regiments in the army\nscope:army = {\n}\nordered_army_maa_regiment = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_army_maa_regiment = {\n\t\tinclude_hired = yes # should it include merc and holy order regiments (yes by default)\n\t}"],["Iterate through all MaA regiments in the army\nscope:army = {\n}\nrandom_army_maa_regiment = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_army_maa_regiment = {\n\t\tinclude_hired = yes # should it include merc and holy order regiments (yes by default)\n\t}"],["Refills the designated army's supply to its max capacity.\nscope:army = { refull_supply = yes }",""],["Removes the currently assigned commander from the scoped army","remove_commander = yes"],["Teleports the army to the given location. Cannot be done while in combat. Will cause combat to happen with this army as the attacker if there's hostiles in the target","set_army_location = scope:province"],["Subtracts the designated supply to the army's supply. Cannot exceed the\narmy's max supply capacity.\nscope:army = { subtract_supply = 20 }",""],["Iterate through all Contributions of a given Great Project, regardless of whether they were funded or not.","every_contribution = { limit = { <triggers> } <effects> }"],["Iterate through all Contributions of a given Great Project, regardless of whether they were funded or not.","ordered_contribution = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all Contributions of a given Great Project, regardless of whether they were funded or not.","random_contribution = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Add building to the province<province> = { add_building = <building_name> }",""],["Add the specified great building to the province in scope. A slot of the specified type will be also added if needed.\nThis effect will error and do nothing if there already is a great building in the province. Check the existance of great building with has_any_great_building.\nThe building is immediately constructed at no cost for the owner","scope:province = {\n\tadd_great_building = mandala_capital_01\n}"],["Add a great building slot of the specified type to the province.\nWill fail with an error if there is a great building slot already available in the province, regardless of whether it is filled or not.\nNotice that buildings must satisfy the can_construct_potential flag to be selectable by the player.\nIf you want to just add the great building to the province without having the player explicitly start construction, use add_great_building instead.","scope:province = {\n\tadd_great_building_slot = <building_name>\n}"],["Adds the target legend as spread to the scoped province.","add_legend_spread = legend"],["Add a modifier to a province\nadd_province_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_province_modifier = name"],["Add a special building to the province (will also add/change a special slot if needed)",""],["Add a special building slot to the province<province> = { add_special_building_slot = <building_name> }",""],["Add a travel point of interest type to this province.","add_travel_point_of_interest = point_of_interest_type"],["Start construction of the specified holding type. By default player won't get anything if manually cancels the construction\nscope:my_province = {\n}\nOptionally refund cost can be set to some value.\nscope:my_province = {\nbegin_create_holding = {\ntype = castle_holding\nrefund_cost = {\ngold = 100\n}\n}\n}","begin_create_holding = castle_holding"],["Creates a new epidemic in the scoped province.","create_epidemic_outbreak = {\n\ttype = smallpox\n\tintensity = major\n\tsave_scope_as = new_epidemic # optional\n}"],["Replaces an existing building in the holding with the previous building in line, if any.\nProvide any building in the line as effect target to downgrade it to the previous level.\nThere must be another building of the same type already in place or the effect will fail with an error.\nDuchy Capital buildings will also fail to be created if the province doesn't support them.","scope:my_province = {\n\tdowngrade_building_effect = existing_building_key\n}"],["Iterate through all armies currently located in the scoped province","every_army_in_location = { limit = { <triggers> } <effects> }"],["Iterate through all characters currently located in the scoped province","every_character_in_location = { limit = { <triggers> } <effects> }"],["Iterate through all active Great Projects in a Province.","every_great_project_in_province = { limit = { <triggers> } <effects> }"],["Iterate through all neighboring provinces of a province","every_neighboring_province = { limit = { <triggers> } <effects> }"],["Iterate through all domiciles of scoped province","every_province_domicile = { limit = { <triggers> } <effects> }"],["Gets epidemics affecting the scoped province\nOptionally specify an outbreak intensity filter\nevery_province_epidemic = { limit = { <triggers> } <effects> }","any_province_epidemic = { intensity = apocalyptic }"],["Gets legends affecting the scoped province","every_province_legend = { limit = { <triggers> } <effects> }"],["Adds a random building to the province, using the AI's construction logic<province> = { generate_building = yes }",""],["Iterate through all armies currently located in the scoped province","ordered_army_in_location = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters currently located in the scoped province","ordered_character_in_location = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all active Great Projects in a Province.","ordered_great_project_in_province = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all neighboring provinces of a province","ordered_neighboring_province = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all domiciles of scoped province","ordered_province_domicile = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Gets epidemics affecting the scoped province\nOptionally specify an outbreak intensity filter\nordered_province_epidemic = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }","any_province_epidemic = { intensity = apocalyptic }"],["Gets legends affecting the scoped province","ordered_province_legend = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Starts funding a Great Project of the specified type in the given province.\nThe character specified as founder will cover the initial cost and will be able to fund Contributions before other rulers.","\t<scope:province> = {\n\t\tplan_great_project = {\n\t\t\tfounder = var:character\n\t\t\tgreat_project_type = great_wall\n\t\t}\n\t}"],["Iterate through all armies currently located in the scoped province","random_army_in_location = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters currently located in the scoped province","random_character_in_location = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all active Great Projects in a Province.","random_great_project_in_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all neighboring provinces of a province","random_neighboring_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all domiciles of scoped province","random_province_domicile = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets epidemics affecting the scoped province\nOptionally specify an outbreak intensity filter\nrandom_province_epidemic = { limit = { <triggers> } (optional) weight = { mtth } <effects> }","any_province_epidemic = { intensity = apocalyptic }"],["Gets legends affecting the scoped province","random_province_legend = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["The Great Building in the scoped province is rebuilt and loses its ruined status.","rebuild_great_building = yes"],["The scoped province gets its garrison refilled. refill_levy = yes/no",""],["The scoped province gets its levy refilled. refill_levy = yes/no",""],["Remove all instances of a modifier from a province","remove_all_province_modifier_instances = name"],["Remove building from the province<province> = { remove_building = <building_name> }",""],["Removes the holding in scoped province, cannot remove capital holdings",""],["Removes the target legend as spread to the scoped province.","remove_legend_spread = legend"],["Remove a modifier from a province","remove_province_modifier = name"],["Remove a travel point of interest type in this province.","remove_travel_point_of_interest = point_of_interest_type"],["Replaces an existing building in the holding with a new one.\nFor 'special' buildings (Duchy Capital, Special Building, Great Building) this effect will try and create slot and building even if there is no other building of the same slot type.\nFor 'regular' buildings, there must be another building of the same type already in place or the effect will fail with an error.\nDuchy Capital buildings will also fail to be created if the province doesn't support them.","scope:my_province = {\n\treplace_building_effect = new_building_key\n}"],["The Great Building in the scoped province becomes ruined.","ruin_great_building = yes"],["Add the specified great building to the province in scope, potentially destroying any existing great building.\nCheck the existance of great building with has_any_great_building.\nThe building is immediately constructed at no cost for the owner.","scope:province = {\n\tset_great_building = mandala_capital_01\n}"],["Add a great building slot of the specified type to the province.\nWill error if there is a great building slot already available in the province, and set the slot to the specified type potentially destroying existing buildings.\nNotice that buildings must satisfy the can_construct_potential flag to be selectable by the player.\nIf you want to just add the great building to the province without having the player explicitly start construction, use add_great_building instead.","scope:province = {\n\tset_great_building_slot = <building_name>\n}"],["Changes the scoped province's holding to another type, removing all buildings that are invalid for the new holding.\nThis might also allow to construct a new holding in an empty province, but it is untested.","This might also allow to construct a new holding in an empty province, but it is untested."],["Replaces an existing building in the holding with the next building in line, if any.\nProvide any building in the line as effect target to upgrade it to the next level.\nThere must be another building of the same type already in place or the effect will fail with an error.\nDuchy Capital buildings will also fail to be created if the province doesn't support them.","scope:my_province = {\n\tupgrade_building_effect = existing_building_key\n}"],["adds the target character to the scope war as an attacker",""],["adds the target character to the scope war as a defender",""],["Removes the claimant from a war",""],["ends the war with the specified winner, end_war = attacker/defender/white_peace",""],["Iterate through all attackers in the war","every_war_attacker = { limit = { <triggers> } <effects> }"],["Iterate through all defenders in the war","every_war_defender = { limit = { <triggers> } <effects> }"],["Iterate through all participants in the war","every_war_participant = { limit = { <triggers> } <effects> }"],["Iterate through all attackers in the war","ordered_war_attacker = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all defenders in the war","ordered_war_defender = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all participants in the war","ordered_war_participant = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all attackers in the war","random_war_attacker = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all defenders in the war","random_war_defender = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all participants in the war","random_war_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["removes the target character from the scope war",""],["sets the target character as already called to the scope war",""],["sets the casus belli of the scope war",""],["change_progress = int\nChanges the progress of the scoped inspiration","Changes the progress of the scoped inspiration"],["invest_gold = value\nInvests gold into the scoped inspiration from its sponsor, it handles the removal of the gold from the sponsor, must be a positive value","Invests gold into the scoped inspiration from its sponsor, it handles the removal of the gold from the sponsor, must be a positive value"],["complete_task_contract = task_contract_reward",""],["Invalidate contract","invalidate_contract = yes/no"],["set_task_task_contract_target = CHARACTER_SCOPE",""],["Add this much to the Accolades glory",""],["Removes the acclaimed knight from this Accolade and passes it onto the successor ( if any )","remove_acclaimed_knight = yes"],["Sets the successor of an accolade to a character","set_accolade_successor = character"],["Makes a battle event show up in combat, and the combat result summary. The key is used for loc, with '_friendly' or '_enemy' appended. If this side is not the player's side, the two portraits get flipped. battle_event = { left_portrait = someone right_portrait = someone key = string }",""],["Iterate through all commanders (the commanders of every army on the side, not just the one leading the battle)","every_side_commander = { limit = { <triggers> } <effects> }"],["Iterate through all knights","every_side_knight = { limit = { <triggers> } <effects> }"],["Returns all participants in a combat side","every_side_participant = { limit = { <triggers> } <effects> }"],["Make the this side of the combat win the combat (or lose if 'force_win = no'), regardless of number of soldiers left. Happens instantly.","force_win = yes"],["Iterate through all commanders (the commanders of every army on the side, not just the one leading the battle)","ordered_side_commander = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all knights","ordered_side_knight = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Returns all participants in a combat side","ordered_side_participant = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all commanders (the commanders of every army on the side, not just the one leading the battle)","random_side_commander = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all knights","random_side_knight = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Returns all participants in a combat side","random_side_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Allow early retreat for one side of the combat. This means if this side loses, it can retreat even if the battle was short. (before NCombat::MIN_DAYS_BEFORE_MANUAL_RETREAT)\nYou can undo this via 'set_allow_early_retreat = no' (which is the default)","set_allow_early_retreat = yes"],["Disallow retreat for one side of the combat. This means if this side loses, they will take hard casualties.\nYou can undo this via 'set_disallowed_retreat = no' (which is the default)","set_disallowed_retreat = yes"],["Skip pursuit phase for this combat side, if they would lose. This means that they will not take more casualties from pursuit.\nYou can undo this via 'set_skip_pursuit = no' (which is the default)","set_skip_pursuit = yes"],["Make the a side of a combat become the winner, regardless of number of soldiers left.\nThe combat will progress to the pursuit phase the next tick.\nYou can undo this win (this tick) via 'set_winner = no'","set_winner = yes"],["add_manual_participant = scope:character\nMark a character as a manual participant candidate for the Situation. They will be sorted into the first participant group that is valid for them. If no groups are valid, they will continue to be considered for participation in the future, but not be an actual participant until matched with a group.Use `remove_manual_participant` to remove them from consideration.",""],["Change the phase of the top sub-region from the current one to a specific phase\nchange_top_phase = { phase = my_first_phase }","change_top_phase = my_first_phase"],["End a situation, end_situation = yes",""],["Iterate through all participant groups of the situation (in all sub-regions)","every_participant_group = { limit = { <triggers> } <effects> }"],["Iterate through all counties that are involved in a situation","every_situation_county = { limit = { <triggers> } <effects> }"],["Iterate through all characters that are participating in a situation.","every_situation_participant = { limit = { <triggers> } <effects> }"],["Iterate through all sub-regions of a situation","every_situation_sub_region = { limit = { <triggers> } <effects> }"],["Writes a log entry for the natural disaster situation in scope\nEnabled with 'Logging.NaturalDisasters' in console first.\nShould be run after set_situation_capital_province and once severity has been set to capture accurate data.\nlog_natural_disaster = \"ended\"","log_natural_disaster = \"started\""],["Iterate through all participant groups of the situation (in all sub-regions)","ordered_participant_group = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all counties that are involved in a situation","ordered_situation_county = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters that are participating in a situation.","ordered_situation_participant = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all sub-regions of a situation","ordered_situation_sub_region = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all participant groups of the situation (in all sub-regions)","random_participant_group = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties that are involved in a situation","random_situation_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters that are participating in a situation.","random_situation_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all sub-regions of a situation","random_situation_sub_region = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Adds a special situation history entry. Only applies to situations that support full history ('keep_full_history = yes').\nThe entry date will be the date when the effect is executed.\nThe key field is mandatory and enables special entry localization. You will be able to access the character and the specified variables when localizing it.\nVariables only support objects, not values.\nscope:situation = {\n}","record_situation_special_event = {\n\t\tkey = special_event_key\n\t\tactor = scope:character (optional)\n\t\tphase = situation_phase_type_key (optional)\n\t\tvariables = {\n\t\t\tother_character = scope:other_character\n\t\t\ttitle = scope:title\n\t\t}\n\t}"],["remove_manual_participant = scope:character\nRemove a manual participant from a situation. They were added before with `add_manual_participant`.",""],["Sets a center province for the situation, useful for displaying pins in a specific place.\nCan be retrieved with situation_center_province link.\nscope:situation = {\n}","set_situation_center_province = province"],["Trigger a Situation catalyst on all subregions of a situation.\nIf a target province is specified, the catalyst will only trigger in that subregion.\nscope:situation = {\n}\nsimplified: activate_situation_catalyst = <catalyst_type>\nexample: activate_situation_catalyst = situation_catalyst_type:war_started","trigger_situation_catalyst = {\n\t\tcatalyst = catalyst_type\n\t\tcharacter = scope:character (optional, the actor who will trigger the catalyst)\n\t\tcounty = scope:province (optional, identifies the subregion where the catalyst will trigger)\n\t}"],["Add a modifier to a dynasty\nadd_dynasty_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_dynasty_modifier = name"],["Adds dynasty perk. add_dynasty_perk = key",""],["adds dynasty prestige",""],["adds dynasty prestige levels",""],["Iterate through all houses in dynasty","every_dynasty_house = { limit = { <triggers> } <effects> }"],["Iterate through all dynasty members","every_dynasty_member = { limit = { <triggers> } <effects> }"],["Iterate through all houses in dynasty","ordered_dynasty_house = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all dynasty members","ordered_dynasty_member = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all houses in dynasty","random_dynasty_house = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all dynasty members","random_dynasty_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Remove all instances of a modifier from a dynasty","remove_all_dynasty_modifier_instances = name"],["Remove a modifier from a dynasty","remove_dynasty_modifier = name"],["Removes dynasty perk. remove_dynasty_perk = key",""],["Sets dynasty name","set_dynasty_name=<dynamic_description>"],["Adds all defacto counties of a character's realm to the situation sub-region.","\tadd_character_realm_to_sub_region = <character>"],["Adds all dejure counties of a landed title to the situation sub-region.","\tadd_dejure_title_to_sub_region = <title>"],["Adds a geographical region to the situation sub-region.","\tadd_geographical_region = db_type:geographical_region"],["Add (or subtract if negative) duration from the sub-region current phase' max duration.","add_phase_max_duration = {\n days = 123\n months = 123\n}"],["Add (or subtract if negative) duration towards a future takeover phase of this situation sub-region.","add_takeover_phase_duration = {\n phase = situation_phase_key\n days = 123\n months = 123\n}"],["Add (or subtract if negative) points towards a future takeover phase of this situation sub-region. (rounded down)","add_takeover_phase_points = {\n phase = situation_phase_key\n points = scripted_value\n}"],["Change the phase of a sub-region from the current one to a specific phase\nchange_phase = { phase = my_first_phase }","change_phase = my_first_phase"],["Iterate through all counties of a situation sub-region (warning: not fast)","every_situation_sub_region_county = { limit = { <triggers> } <effects> }"],["Iterate through all geographical regions of a situation sub-region","every_situation_sub_region_geographical_region = { limit = { <triggers> } <effects> }"],["Iterate through all characters that are participating in a situation, in a specific subregion","every_situation_sub_region_participant = { limit = { <triggers> } <effects> }"],["Iterate through all participant groups of the situation sub-region","every_situation_sub_region_participant_group = { limit = { <triggers> } <effects> }"],["Iterate through all counties of a situation sub-region (warning: not fast)","ordered_situation_sub_region_county = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all geographical regions of a situation sub-region","ordered_situation_sub_region_geographical_region = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters that are participating in a situation, in a specific subregion","ordered_situation_sub_region_participant = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all participant groups of the situation sub-region","ordered_situation_sub_region_participant_group = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all counties of a situation sub-region (warning: not fast)","random_situation_sub_region_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all geographical regions of a situation sub-region","random_situation_sub_region_geographical_region = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters that are participating in a situation, in a specific subregion","random_situation_sub_region_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all participant groups of the situation sub-region","random_situation_sub_region_participant_group = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Removes all defacto counties of a character's realm from the situation sub-region.","\tremove_character_realm_from_sub_region = <character>"],["Removes all dejure counties of the target title from the situation sub-region.","\tremove_dejure_title_from_sub_region = <title>"],["Removes a geographical region from the situation sub-region.","\tremove_geographical_region = db_type:geographical_region"],["Triggers a catalyst in a specific subregion only. Works in short version without specifying an actor:\nscope:situation_sub_region = {\n}\ncan specify an actor that triggers the catalyst:\nscope:situation_sub_region = {\ntrigger_sub_region_catalyst = {\ncatalyst = catalyst_type\ncharacter = scope:character\n}\n}","trigger_sub_region_catalyst = catalyst_type"],["Add an agent slot of the specific type to the scoped scheme",""],["Adds the specified amount of breaches the scoped scheme.",""],["adds the specified scheme modifier, add_scheme_modifier = { type = X days = Y } (days are optional, the modifier will expire in Y days if specified)",""],["Add progress to the scope scheme. (progress is in 0.0 - 100.0 range)",""],["Assign competent and willing agents to scheme.","<scheme> = {\n\tauto_assign_scheme_agents = yes\n}"],["Change schemes available opportunities with the given amount.",""],["Ends a specific scheme and removes it without any other effect",""],["Iterate through all characters in agent slots in the scheme","every_scheme_agent_character = { limit = { <triggers> } <effects> }"],["Iterate through all agent slots in the scheme","every_scheme_agent_slot = { limit = { <triggers> } <effects> }"],["Exposes the scheme to the defender",""],["Exposes the target character as an agent of the current scheme",""],["Ends a specific scheme and removes it. Also runs on_invalidate effects for the scheme and possible contract.",""],["Iterate through all characters in agent slots in the scheme","ordered_scheme_agent_character = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all agent slots in the scheme","ordered_scheme_agent_slot = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters in agent slots in the scheme","random_scheme_agent_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all agent slots in the scheme","random_scheme_agent_slot = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Remove the target agent slot from the scoped scheme",""],["removes the specified scheme modifier",""],["Resets the scheme's accumulated success chance growth, opportunities, and current phase progress.","reset_scheme_progress = yes"],["scheme_freeze = { reason = LOC_KEY days/months/years = X } freezes the scheme for duration X. 0 duration for indefinite freeze, until scheme_unfreeze is called.",""],["scheme_unfreeze = yes Unfreezes the scheme if it's frozen.",""],["Iterate through all defined required government types for a holding type","every_required_heir_government_type = { limit = { <triggers> } <effects> }"],["Iterate through all defined required government types for a holding type","ordered_required_heir_government_type = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all defined required government types for a holding type","random_required_heir_government_type = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all opposite traits of the scoped trait","every_opposite_trait = { limit = { <triggers> } <effects> }"],["Iterate through all opposite traits of the scoped trait","ordered_opposite_trait = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all opposite traits of the scoped trait","random_opposite_trait = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Add a modifier to a legend whose effects should be applied to the county\nadd_legend_county_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_legend_county_modifier = name"],["Add a modifier to a legend whose effects should be applied to the owner\nadd_legend_owner_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_legend_owner_modifier = name"],["Add a modifier to a legend whose effects should be applied to the provinces\nadd_legend_province_modifier = { modifier = name days/weeks/months/years = int }\nYou can also add an optional 'desc' field. This is a dynamic description that'll be used for your timed modifier","add_legend_province_modifier = name"],["Clears the localization key for the named chapter of the scoped legend.","clear_legend_chapter = opening"],["Gets all promoters of the scoped legend","every_legend_promoter = { limit = { <triggers> } <effects> }"],["Gets all provinces the scoped legend has spread into","every_spread_province = { limit = { <triggers> } <effects> }"],["Gets all promoters of the scoped legend","ordered_legend_promoter = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Gets all provinces the scoped legend has spread into","ordered_spread_province = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Gets all promoters of the scoped legend","random_legend_promoter = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Gets all provinces the scoped legend has spread into","random_spread_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Remove all instances of a modifier from affecting the counties in a legend","remove_all_legend_county_modifier_instances = name"],["Remove all instances of a modifier from affecting the owner of a legend","remove_all_legend_owner_modifier_instances = name"],["Remove all instances of a modifier from affecting the provinces in a legend","remove_all_legend_province_modifier_instances = name"],["Remove a modifier from affecting the counties in a legend","remove_legend_county_modifier = name"],["Remove a modifier from affecting the owner of a legend","remove_legend_owner_modifier = name"],["Remove a modifier from affecting the provinces in a legend","remove_legend_province_modifier = name"],["Sets the localization key for the named chapter of the scoped legend to the new value.","set_legend_chapter = { name = opening localization_key = <loc_key> }"],["Sets the object at the named property of the scoped legend to the new value.","set_legend_property = { name = animal_type target = var:hunt_type }"],["Sets the legend quality to the new value.\nfamed, illustrious, mythical","set_legend_quality = famed"],["Adds the cultural tradition scope specified in the RHS to the scope culture.add_culture_tradition = tradition_court_eunuchs",""],["\"Add X percentage of progress to current fascination. Supports scripted values.","<culture> = add_fascination_progress = 35"],["Add X months of progress to current fascination. Supports scripted values.","<culture> = add_fascination_progress_time = 3"],["Add innovation to a culture. add_innovation = innovation_key",""],["Add X percentage of progress to the selected innovation.\nYou can use either a hardcoded innovation key (culture_innovation:innovation_burhs) or a saved innovation scope (scope:my_innovation).","add_innovation_progress = {\n\tvalue = 15\n\ttarget = innovation\n}"],["Add X months of progress to the selected innovation.\nYou can use either a hardcoded innovation key (culture_innovation:innovation_burhs) or a saved innovation scope (scope:my_innovation).\nThe value parameter supports scripted values.","add_innovation_progress_time = {\n\tvalue = 3\n\ttarget = innovation\n}"],["Adds the name list to the culture","<culture> = { add_name_list = name }"],["Add random available innovation<culture> = { add_random_innovation = culture_group_military/culture_group_civic/culture_group_regional/yes }",""],["Adds one random valid tradition to a culture. Target character provides context for can_pick and is_shown. If this would put the culture over the tradition limit, an error is loggedadd_random_valid_tradition = scope:character",""],["Adds one random valid tradition to a culture. Target character provides context for can_pick and is_shown. If this would put the culture over the tradition limit, a random existing tradition is removedadd_random_valid_tradition_replace_if_necessary = scope:character",""],["Add X percentage of progress to current spread innovation. Supports scripted values.","<culture> = add_spread_progress = 35"],["Add X months of progress to current spread innovation. Supports scripted values.","<culture> = add_spread_progress_time = 3"],["Changes cultural acceptance with the target culture","change_cultural_acceptance = {\ntarget = <culture>\nvalue = script value\ndesc = dynamic desc. Description that'll show when hovering over the acceptance tooltip in the culture window\n }"],["Removes all cultural traditions from the scope culture.clear_culture_traditions = yes",""],["Replaces all traditions of scoped culture with traditions from the given culturecopy_all_traditions_from = scope:target_culture",""],["Iterate through all counties of the culture","every_culture_county = { limit = { <triggers> } <effects> }"],["Iterate through all duchies of the culture (duchies with at least one county of the culture","every_culture_duchy = { limit = { <triggers> } <effects> }"],["Iterate through all empires of the culture (empires with at least one county of the culture","every_culture_empire = { limit = { <triggers> } <effects> }"],["Iterate through all kingdoms of the culture (kingdoms with at least one county of the culture","every_culture_kingdom = { limit = { <triggers> } <effects> }"],["Iterate through all innovations known to the given culture","every_known_innovation = { limit = { <triggers> } <effects> }"],["Iterate through all parent cultures","every_parent_culture = { limit = { <triggers> } <effects> }"],["Iterate through all parent cultures or above","every_parent_culture_or_above = { limit = { <triggers> } <effects> }"],["Iterate through all traditions of the given culture","every_tradition = { limit = { <triggers> } <effects> }"],["Discover all innovations from the target culture","get_all_innovations_from = <culture>"],["Get random available innovation from another culture",""],["Joins all culture eras up to and including the given one","join_era = culture_era_type"],["Leaves all culture eras down to and including the given one","leave_era = culture_era_type"],["Iterate through all counties of the culture","ordered_culture_county = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all duchies of the culture (duchies with at least one county of the culture","ordered_culture_duchy = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all empires of the culture (empires with at least one county of the culture","ordered_culture_empire = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all kingdoms of the culture (kingdoms with at least one county of the culture","ordered_culture_kingdom = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all innovations known to the given culture","ordered_known_innovation = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all parent cultures","ordered_parent_culture = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all parent cultures or above","ordered_parent_culture_or_above = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all traditions of the given culture","ordered_tradition = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all counties of the culture","random_culture_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all duchies of the culture (duchies with at least one county of the culture","random_culture_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all empires of the culture (empires with at least one county of the culture","random_culture_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all kingdoms of the culture (kingdoms with at least one county of the culture","random_culture_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all innovations known to the given culture","random_known_innovation = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all parent cultures","random_parent_culture = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all parent cultures or above","random_parent_culture_or_above = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all traditions of the given culture","random_tradition = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Removes the current bonus fascination for the selected culture.\nYou don't need to remove the bonus before assigning it to a different innovation: the new selection will override the previous one.","culture = {\n\tremove_bonus_fascination_innovation = yes\n}"],["Removes the cultural tradition scope specified in the RHS from the scope culture.remove_culture_tradition = tradition_court_eunuchs",""],["Remove innovation from a culture. remove_innovation = innovation_key",""],["Removes a random cultural tradition from the scope culture.remove_random_culture_tradition = yes",""],["Sets the culture creation date to be todays datereset_culture_creation_date = yes",""],["Sets the current bonus fascination to the specified innovation.\nThe innovation can be specified both with its DB key (innovation_burhs) or via saved scope (scope:my_saved_innovation).\nThe culture will get bonus progress rate when fascinated with this innovation.\nDefine the desired bonus in 00_defines.txt (INNOVATION_PROGRESS_GAIN_FROM_BONUS_FASCINATION).\nThe bonus is dropped when the innovation is discovered, a new set_bonus_fascination_innovation is called on the culture, or when manually reset via script.\nReset this marker with reset_bonus_fascination_innovation.","culture = {\n\tset_bonus_fascination_innovation = innovation\n}"],["Sets cultural acceptance with the target culture","set_cultural_accpetance = { target = <culture> value = script value }"],["Permanently sets the name of the scope culture to the parsed text from the provided localization string.\nLike 'set_title_name', the new name is static and unchanging (i.e., if the localization key provided is 'Neo-[old_culture.GetName]' and the old culture is French, the new name is just be saved as a simple string, 'Neo-French', so that if/when the old_culture scope is cleaned up the localization does not break.set_culture_name = {\ncollective_noun = dynamic description\nprefix = dynamic description\n}","noun = dynamic description"],["Adds the current pillar specified in the RHS to the scope culture, replacing the pillar in the matching slot.set_culture_pillar = ethos_warmonger",""],["Set the ethos from the RHS on the scope culture.set_ethos_from = culture:norwegian",""],["Set the heritage from the RHS on the scope culture.set_heritage_from = culture:norwegian",""],["Set the language from the RHS on the scope culture.set_language_from = culture:norwegian",""],["Set the martial custom from the RHS on the scope culture.set_martial_custom_from = culture:norwegian",""],["Remove all existing name lists then adds the specified name list to the culture","<culture> = { set_name_list = name }"],["Adds an participant to the secret",""],["Forbids the target character from exposing the secret, disable_exposure_by = target_character",""],["Iterate through all characters who know the secret","every_secret_knower = { limit = { <triggers> } <effects> }"],["Iterate through participants in a secret","every_secret_participant = { limit = { <triggers> } <effects> }"],["Exposes the scope secret",""],["Iterate through all characters who know the secret","ordered_secret_knower = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through participants in a secret","ordered_secret_participant = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters who know the secret","random_secret_knower = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through participants in a secret","random_secret_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Removes the scope secret",""],["Reveals the scope secret to the target character",""],["Sets a new owner for the secret",""],["Spends the scope secret, spend_by = target_character",""],["Iterate through all faiths within a religion","every_faith = { limit = { <triggers> } <effects> }"],["Iterate through all faiths within a religion","ordered_faith = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all faiths within a religion","random_faith = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Adds a history entry to the artifact, could for example be a reforging event\ndate = jomini date - when this historical event took place\nactor = character - who is the actor in the event, for example who created it\nrecipient = character - who is the recipient in the event, for example who was the artifact given to\nlocation = province - where the event took place","type = enum - history entry type"],["Adds a static modifier to the given artifact\nNOTE: does not support duration!","add_artifact_modifier = modifier_name"],["Adds the title history of the given title to the scoped artifacts history\ntarget = title scope - landed title to take history from\ndate = game date - from which date onwards to copy historical entries","add_artifact_title_history = {}"],["Add this much to the artifacts durability",""],["Removes all modifiers from the scoped artifact","clear_artifact_modifiers = yes"],["Copies the modifiers of the target artifact. Does *not* clear out existing modifiers","copy_artifact_modifiers = target_artifact"],["Makes the owner of the scoped artifact equip it, will fail if there already is an equipment in the artifact's slot.",""],["Makes the owner of the scoped artifact equip it, will replace the first held artifact if all slots of its type are filled.",""],["Iterate through all characters with a claim on the scoped artifact","every_artifact_claimant = { limit = { <triggers> } <effects> }"],["Iterate through all dynasty houses with a claim on the scoped artifact","every_artifact_house_claimant = { limit = { <triggers> } <effects> }"],["Iterate through all characters with a claim on the scoped artifact","ordered_artifact_claimant = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all dynasty houses with a claim on the scoped artifact","ordered_artifact_house_claimant = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters with a claim on the scoped artifact","random_artifact_claimant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all dynasty houses with a claim on the scoped artifact","random_artifact_house_claimant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Reforges the given artifact, restoring its durability and potentially changing any other attributes such as type or modifiers unless those fields are left empty\nBe aware that we make use of the current scopes implicitly. This is done in common/artifacts/visuals\ndescription = dynamic description - artifact description\nrarity = enum - artifact rarity, ex. legendary\ntype = flag - inventory slot type, ex. trinket\nmodifier = static modifier - applied to the character whom wields this artifact\ndurability = script value - new durability, will be max by default\nmax_durability = script value - Optional. A value for the max durability, which would override the one normally assigned by the defines\ndecaying = yes/no - Optional. Set if artifact decays with time. Yes by default\nhistory = artifact history entry - custom history entry to denote for example that this is artifact was reforged by someone else than the owner\ntype = artifact history entry type - available types:\ncreated_before_history\ncreated\nprize_created\ndiscovered\ncreator_discovered\nclaimed_by_house\ngiven\nstolen\ninherited\nconquest\ntaken_in_siege\ntaken_in_battle\nwon_in_duel\npurchased\nprize_awarded\nransomed\nreforged\ntemplate = artifact scripted template - a scripted base template with triggers and modifiers\nvisuals = artifact visual type - how this artifact should appear visually\ngenerate_history = bool - automatically generate a new history entry if none has been scripted?\nquality = script value - new quality, used in AI scoring\nwealth = script value - new wealth, used in AI scoring\ncreator = character scope - set a custom creator of the artifact ( default is the owner )\nvisuals_source = scope containing landed title, dynasty or house - set a source of coat of arms graphics for the artifact\n(only few artifact models actually make use of it. Most notable - banners)","name = dynamic description - artifact name"],["Removes th feature from the specified group from the artifact.\nCannot remove required groups.","remove_artifact_feature_group = key"],["Removes a static modifier to the given artifact\nNOTE: does not support duration!","remove_artifact_modifier = modifier_name"],["Sets the description of the given artifact","set_artifact_description = dynamic desc"],["Sets the specified feature on the artifact.\nIf there's already a feature of that group, it gets overridden.","set_artifact_feature = key"],["Sets a feature from the specified group on the artifact.\nUses the current scopes. Uses the weighting from the group.\nIf there's already a feature of that group, it gets overridden.","set_artifact_feature_group = key"],["Sets the name of the given artifact","set_artifact_name = dynamic name"],["Sets the rarity of the scoped artifact. Note that this does not update graphics and the like","set_artifact_rarity = common"],["Sets the artifact's max durability",""],["Change the artifacts owner and transfer it to the given character\ntarget = character scope - the new owner character\nhistory = artifact history entry - custom history entry to denote for example that this is artifact was stolen rather than given\ngenerate_history = bool - automatically generate a new history entry if none has been scripted?","set_artifact_owner = {}"],["Set if the scoped artifact should decay with time or not","set_should_decay = yes/no"],["Makes the owner of the scoped artifact unequip it.",""],["Generates a coat of arms for the scoped landed title, dynasty or house","generate_coa = yes"],["Rest the coat of arms for the scoped landed title, dynasty or house to its template","reset_coa = yes"],["Sets the coat of arms of a landed title, dynasty, or house to the right hand side coat of arms or that of an object of the same type\nset_coa = scope:new_coa","set_coa = k_england"],["Iterate through all kills of a character","every_killed_character = { limit = { <triggers> } <effects> }"],["Iterate through all kills of a character","ordered_killed_character = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all kills of a character","random_killed_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Activate a catalyst, activate_struggle_catalyst = { catalyst = X character = Y}where X is a catalystY is scope:character # optionalsimplified: activate_struggle_catalyst = <catalyst>","activate_struggle_catalyst = { catalyst = X character = Y} where X is a catalystY is scope:character # optionalsimplified: activate_struggle_catalyst = <catalyst>"],["Change the phase from the current one to a listed scripted phase without going into transition phase\nchange_struggle_phase = { struggle_phase = X with_transition = yes/no }\nwhere X is a struggle phase type","change_struggle_phase = X"],["Change the current phase duration in the scoped Struggle.\nor\nchange_struggle_phase_duration = { duration = { days/weeks/months/years = Y }\nwhereX is amount of points(can be negative);Y is amount of days/weeks/months/years (can be negative)","change_struggle_phase_duration = { duration = { points = X } }"],["End a struggle, end_struggle = yes","end_struggle = yes"],["Iterate through all characters that are interloper in a struggle.","every_interloper_ruler = { limit = { <triggers> } <effects> }"],["Iterate through all counties that are involved in a struggle","every_involved_county = { limit = { <triggers> } <effects> }"],["Iterate through all characters that are involved in a struggle.","every_involved_ruler = { limit = { <triggers> } <effects> }"],["Iterate through all characters that are interloper in a struggle.","ordered_interloper_ruler = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all counties that are involved in a struggle","ordered_involved_county = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters that are involved in a struggle.","ordered_involved_ruler = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters that are interloper in a struggle.","random_interloper_ruler = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all counties that are involved in a struggle","random_involved_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters that are involved in a struggle.","random_involved_ruler = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Set a culture as involved in the scoped Struggle.",""],["Set a culture as involved in the scoped Struggle.",""],["Set a faith as involved in the scoped Struggle.",""],["Set a faith as uninvolved in the scoped Struggle.",""],["add_faction_discontent = X adds (or subtracts) discontent to the scope faction",""],["the scoped faction is destroyed [yes|no]",""],["Iterate through all faction county members","every_faction_county_member = { limit = { <triggers> } <effects> }"],["Iterate through all faction character members","every_faction_member = { limit = { <triggers> } <effects> }"],["Removes the war currently associated with the faction","faction_remove_war = yes"],["The scope faction starts the war agains their target.","faction_start_war = {\n title = [optional]\n}"],["Iterate through all faction county members","ordered_faction_county_member = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all faction character members","ordered_faction_member = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all faction county members","random_faction_county_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all faction character members","random_faction_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Removes the special character for the scope faction",""],["Removes the special character for the scope faction",""],["Sets the special character for the scope faction",""],["Sets the special title for the scope faction",""],["Adds a character to the scoped confederation, unless they're already part of one.\nThe target character must have their primary title tier lower than the confederation title's tier.\nThis will also make the character a vassal of the confederation leader.","<confederation> = {\n\tadd_member = <character>\n}"],["Adds a house to the scoped confederation, unless they're already part of it.","<confederation> = {\n\t\tadd_confederation_member_house = <house>\n\t}"],["Change confederation cohesion by the provided amount.",""],["Clear this confederation's leading house.","<confederation> = {\n\tclear_leading_house = <yes/no> # where a 'no' means the leading house is kept.\n}"],["Disbands the scoped confederation, destroying the confederation title.disband_confederation = yes",""],["Iterates through all member characters of the scoped confederation","every_confederation_member = { limit = { <triggers> } <effects> }"],["Iterates through all member houses of the scoped confederation","every_confederation_member_house = { limit = { <triggers> } <effects> }"],["Iterates through all member characters of the scoped confederation","ordered_confederation_member = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterates through all member houses of the scoped confederation","ordered_confederation_member_house = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterates through all member characters of the scoped confederation","random_confederation_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterates through all member houses of the scoped confederation","random_confederation_member_house = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Removes the target character from the scoped confederation.\nThe holder of the confederation title cannot be removed.","<confederation> =\n\t remove_member = <character>\n}"],["Removes the target house from the scoped confederation.","<confederation> =\n\t remove_member_house = <house>\n}"],["Set confederation cohesion to the provided amount.",""],["Changes the map color of the confederation/bloc to the specified value. Both named and RGB values are supported.","scope:the_bloc = {\n\tset_confederation_color = { 255 128 64 }\n}"],["Sets confederation name.set_confederation_name=<dynamic_description>",""],["Sets the leading house of the confederation.","<confederation> = {\n\tset_leading_house = <house>\n}"],["Ends a story and executes it's on_end effect, the story can no longer be accessed after this",""],["= character_target makes the character the new owner of the story",""],["Get the accolade_type with the specified key",""],["Get the activity_type with the specified key",""],["Reference the value of a numeric value in an array define: array_define:Namespace|Name|Index. Index is 0-based.",""],["Get the casus_belli_type with the specified key",""],["Global link to historical ( scripted ) character scope of the given character string",""],["A comparison trigger that needs a parsable string parameter that will return its value in the context it is used eg: scope:root.number_of(armies)",""],["A comparison trigger that will return its value in the context it is used eg: root.gold",""],["Get the confederation_type with the specified key",""],["Get the type of a given contract from its key",""],["Get the court_position_type with the specified key",""],["Global link to culture scope of given culture string",""],["Get the culture_innovation with the specified key",""],["Get the culture_pillar with the specified key",""],["Get the culture_tradition with the specified key",""],["Get the decision with the specified key",""],["Reference the value of a numeric define: define:Namespace|Name",""],["Get the doctrine with the specified key",""],["Global link to the dummy female character",""],["Global link to the dummy male character",""],["Link to dynasty scope of the given dynasty string",""],["Get the epidemic_type with the specified key",""],["Global link to event scope of the given event id",""],["Global link to faith scope of given faith string",""],["Flag literals eg: flag:the_boss",""],["Get the geographical_region with the specified key",""],["Reference a previous set global variable via its name eg: global_var:important_thing",""],["Get the government_type with the specified key",""],["Get the great_project_type with the specified key",""],["Get the holding_type with the specified key",""],["Link to house scope of the given house string",""],["Get the house_aspiration with the specified key",""],["Get the house_relation_level with the specified key",""],["Get the house_relation_type with the specified key",""],["Get the legend_type with the specified key",""],["Reference a previous set local variable via its name eg: local_var:person_of_interest",""],["A script value that will calculate and returns its value in the context it is used",""],["Boolean literal for false values",""],["The previous scope",""],["Directly scope to a specific province by its ID",""],["Global link to religion scope of given religion string",""],["The head of the current top scope eg: reciever of an event, taker of a decision",""],["Reference a previously saved scope via its name eg: scope:target",""],["Global link to the situation of the given type key (only available if the situation has `is_unique = yes`.",""],["Get the special guest of the given type key in the scoped activity",""],["Global link to struggle of the given key",""],["Get the task_contract_type with the specified key",""],["The current scope",""],["Global link to title scope of given landed title template string",""],["Get the trait with the specified key",""],["A numeric literal value eg: 1, 5.2, -6",""],["Reference a previous set variable via its name eg: var:mortal_enemy",""],["Get the vassal_contract with the specified key",""],["Boolean literal for true values",""],["Get the Accolade of which this character is the Acclaimed Knight",""],["Get the current subject's contract corresponding to 'admin_province_contract' group of ruler's government",""],["Get the current level for 'admin_province_contract' obligation from contract group of ruler's government",""],["The aptitude of the provided court position type for the scoped character.",""],["Raw aptitude score of the provided court position type for the scoped character.",""],["Get the Tax Slot of which this character is assigned to pay into",""],["Get the betrothed of the scoped character",""],["Get capital barony title ( realm capital ) of scoped character",""],["Get de jure liege title of the capital county ( realm capital ) of the scoped character",""],["Get capital province of scoped character",""],["Get commanding army of scoped character",""],["Get concubinist of the scoped character",""],["Scope to the character's confederation",""],["Get council owner of scoped character, or null character if they are not a councillor",""],["Scope to the active task of the scoped councillor",""],["Scope to the active task target of the scoped councillor",""],["Get the court owner of the scoped character",""],["The character currently employed in a specific court position.",""],["Scope to the councillor of the given type, ex. scope:cp_steward",""],["Get the character's current travel plan",""],["Reference a previous set dead character variable via its name eg: dead_var:mortal_enemy",""],["Get the province which the 'default' location a character should be at when not traveling. (considers imprisonment and other things.)",""],["Get the designated diarch of a ruler",""],["Get designated heir of scoped character",""],["Get the active diarch of a ruler",""],["Get the next character in the diarchy line of successon",""],["Get the domicile of the scoped character. Returns empty scope if no domicile.",""],["Get employer of scoped character",""],["Get father of the scoped character",""],["Get great holy war beneficiary of scoped character",""],["Get the home court owner of the scoped hostage. Returns empty scope if the character is not a hostage",""],["Get current host of the scoped character",""],["Get imprisoner of scoped character",""],["Get the current inspiration of the scoped character, may not exist if they have no inspiration",""],["Get the intent target of scoped character",""],["Get involved activity of scoped character",""],["Get joined faction of scoped character",""],["Get the scoped characters killer",""],["Get knight army of scoped character",""],["Get last played character of the currently scoped player character",""],["Get the liege of the scoped character",""],["Get the liege of the scoped character, if non then get court owner",""],["Get matchmaker of the scoped character",""],["Get mother of the scoped character",""],["Get the obedience target of the scoped character",""],["Get the overlord (suzerain or liege) of the scoped character",""],["Get player heir of scoped character",""],["Get the assumed father of the scoped characters unborn baby",""],["Get the real father of the scoped characters unborn baby",""],["Get primary heir of scoped character",""],["Get the primary partner ( consort ) of the scoped character",""],["Get the primary spouse of the scoped character",""],["Get primary title of scoped character",""],["Get the promoted legend of this character",""],["Get the real father of the scoped character",""],["Get the real mother of the scoped character",""],["Get realm priest of scoped character",""],["Get secret faith of scoped character",""],["Get the suzerain of the scoped character",""],["Get the Tax Slot of which this character is the Tax Collector",""],["Get the top liege of the scoped character",""],["Get the top overlord (suzerain or liege) of the scoped character",""],["Get the scope of the situation_participant_group that the scoped character is part of for the named situation, for the top sub-region.",""],["Get the top suzerain of the scoped character",""],["Get the Tax Collector of this Character",""],["Get the warden of the scoped hostage. Returns empty scope if the character is not a hostage",""],["Get the Character who funded this Contribution, if it has been funded",""],["Get the Great Project to which this Contribution is connected",""],["Get capital vassal title of scoped title",""],["Get current heir to scoped title",""],["Get de facto liege title of scoped title",""],["Get de jure liege title of scoped title",""],["Get holder of scoped title",""],["Get current lessee of scoped title",""],["Get lessee title of scoped landed title",""],["Get previous holder of scoped landed title",""],["Get the state faith of a scoped title",""],["Get preferred capital county of scoped title",""],["Get the domicile associated with the scoped title. Might not exist.",""],["Get province of scoped landed title",""],["Get the province this epidemic outbreak started in",""],["Get patron of scoped holy order",""],["Get leader of scoped holy order",""],["Get the character who currently controls the regiment",""],["Get title regiment's owning title",""],["Get regiment's owner",""],["Get title regiment's owning title",""],["Get regiment's station province",""],["Get host character of the scoped activity",""],["Get current location of the scoped activity",""],["From the situation participant group, get the situation it belongs to.",""],["From the situation participant group, get the situation sub-region it belongs to.",""],["Get war of scoped casus belli",""],["Scope to the house's confederation",""],["Get dynasty of the given house",""],["Get house founder of the scoped house",""],["Get house head of the scoped character",""],["Get last house head of scoped house",""],["Get the current province of the travel plan.",""],["Get the province from which this travel plan started.",""],["Get the final (last) destination province of the travel plan.",""],["Get the next destination province of the travel plan. If you are at a destination province, it will be the one after that one.",""],["Get the next province the travel plan is going to.",""],["Get the Travel Leader of the scoped travel plan",""],["Activity associated with the scoped travel plan. (may be empty)",""],["Get the owner of the scoped travel plan",""],["Get the character of scoped agent slot",""],["Get attacker side of scoped combat",""],["Get defender side of scoped combat",""],["Get war of scoped combat",""],["Get founder of scoped faith",""],["Get great holy war of scoped faith",""],["Get religious head of scoped faith",""],["Get landed title belonging to the religious head of the scoped faith",""],["Get designated winner of scoped great holy war",""],["Get target character of scoped great holy war",""],["Get target landed title of scoped great holy war",""],["Get the title recipient of scoped great holy war",""],["Get great holy war from scoped war",""],["Get declarer of scoped great holy war",""],["Get the Tax Collector of this Tax Slot",""],["Get the Liege of this Tax Slot",""],["Get the owner of a character memory",""],["Get the participant of a given tag from a memory",""],["Get current culture of the scoped domicile. Doesn't exist if the domcile type doesn't use culture.",""],["Get current faith of the scoped domicile. Doesn't exist if the domcile type doesn't use faith.",""],["Get current location of the scoped domicile",""],["Get the owner of scoped domicile.",""],["Get commander of scoped army",""],["Get owner of scoped army",""],["Get combat side that army is involved in",""],["Gets the trait that this epidemic will spread",""],["Get the Character who founded the Great Project. Keep in mind they may be dead. Should never be empty.",""],["Get the Province where this Great Project is located, if any",""],["Get the Character who currently owns the Great Project. Currently it is computed as the top liege of the holder of the project Location. Should never be empty.",""],["Get province owner of scoped province",""],["Get casus belli of scoped war",""],["Get the character who owns the inspiration",""],["Get the character who is sponsoring the inspiration, may not exist if there is no sponsor yet",""],["Get the type of a given contract obligation",""],["Get the type of a given contract obligation",""],["Get the scheme scheme associated with the task contract (if there is one).",""],["Get the task contract destination, null if unused.",""],["Get the task contract employer.",""],["Get the task contract location.",""],["Get the task contract taker, null until taken.",""],["Get the task contract target, null if unused.",""],["Get the Acclaimed Knight of given Accolade",""],["Get the Owner of given Accolade",""],["Get the Successor of given Accolade",""],["Get the founder Culture of given Accolade",""],["Get the founder Dynasty of given Accolade",""],["Get the founder Faith of given Accolade",""],["Get the founder House of given Accolade",""],["Get the initial Accolade Type of given Accolade",""],["Get de jure barony title of scoped title or province",""],["Get barony controller of scoped province or barony title",""],["Get de jure county title of scoped title or province",""],["Get county controller of scoped province or barony/county title",""],["Get de jure duchy title of scoped title or province",""],["Get de jure empire title of scoped title or province",""],["Get de jure hegemony title of scoped title or province",""],["Get de jure kingdom title of scoped title or province",""],["Get combat of scoped combat side",""],["Get enemy ( opposite ) combat side of scoped side",""],["Get commander of scoped combat side",""],["Get primary participant of scoped combat side",""],["Get the situation's center province, manually set with set_situation_center_province.\"\n\"Note that it will return an invalid/null province if not set explicitly before using this link.\"\n\"Example: scope:situation.situation_center_province.county = primary_title",""],["Get the scope of the first situation_participant_group with the given name on the scoped situation (for top sub-region).\nsituation_participant_group:group_name = { ... }",""],["Get the scope of the situation sub-region with a given key.\nExample: situation_sub_region:west_region = { ... }",""],["Get the participating character with the most barter goods in the scoped situation.",""],["Get the participating character with the most gold in the scoped situation.",""],["Get the participating character with the most herd in the scoped situation.",""],["Get the scope of the situation_participant_group that given character is part of on the scoped situation, for the top sub-region.",""],["Get the participating character with the most provisions in the scoped situation.",""],["Get the situation top sub-region with geographical, county and province info.",""],["Get dynasty head ( dynast ) of scoped character",""],["Get the founder of the scoped dynasty",""],["Get leader of scoped mercenary company",""],["Get the scope of the situation_participant_group that given character is part of for the scoped situation sub-region.",""],["Get the scope of the situation_participant_group with the given name on the scoped situation sub-region",""],["Get artifact of scoped scheme",""],["Get defender of scoped scheme",""],["Get owner of scoped scheme",""],["Get target character of scoped scheme. Null if the target type is not a character.",""],["Get target culture of scoped scheme. Null if the target type is not a culture.",""],["Get target faith of scoped scheme. Null if the target type is not a faith.",""],["Get target title of scoped scheme. Null if the target type is not a title.",""],["Get the task contract associated to the scheme (if any).",""],["Get claimant of scoped casus belli or war",""],["Get primary attacker of scoped casus belli or war",""],["Get primary defender of scoped casus belli or war",""],["Get the current or last owner of this legend",""],["Get the owner of this legend",""],["Get the scope of the property with the given name on the scoped legend",""],["Get the protagonist character of this legend",""],["Calculates what faith is the biggest in the culture based on # of counties. Be aware that this is an *expensive* calculation. In a tie, definition order breaks the tie",""],["Calculates what religion is the biggest in the culture based on # of counties. Be aware that this is an *expensive* calculation. In a tie, definition order breaks the tie",""],["Get culture head of scoped culture",""],["Get owner of scoped secret",""],["Get target character of scoped secret",""],["Get age of scoped artifact",""],["Get owner of scoped artifact",""],["Get creator of scoped artifact",""],["Get the previous owner of the scoped activity",""],["Get the 2 previous owner of the scoped activity",""],["Get the 3 previous owner of the scoped activity",""],["Directly scope to a specific decision type by its key",""],["Get province of scoped army, character or combat",""],["Scope to the councillor in a council task",""],["Get leader of scoped faction",""],["Get target character of scoped faction",""],["Get war of scoped faction",""],["Get special character of scoped faction",""],["Get special landed title of scoped faction",""],["Scope to the confederation's leading dynasty house",""],["Get owner of scoped story",""],["actor\nactivity\nrecipient\ntarget\nowner\nscheme\nagent\ncombat\ncombat_side\ncombat_enemy_side\nduel_target\nchild\nmother\nfather\nreal_father\nis_bastard\nfirst\nsecond\nattacker\ndefender\nattackers\ndefenders\nwar\ninvalidated_by_script\nkiller\nstory\nsecondary_actor\nsecondary_recipient\nmatrilineal\ndiscoverer\nlanded_title\ntitle\nfriendly_commander\nenemy_commander\nfriendly_battle_owner\nenemy_battle_owner\nprovince\nprovinces\nvictory\nimprisoner\nhostage\nwarden\nhome_court\nnone\ntarget_titles\nsecret_exposer\nblackmailer\ngift\nhook\nclaimant\nholder\nholding\ncounty\nbarony\ncouncillor\ncouncillor_liege\nnew_councillor\nswapped_position\nliege\nold_liege\ncourtier\nhost\nguest\ncharacters\ngold_paid\ngold_received\nvassal\nfaction\ntarget_character\nnew_title\nprevious_title\narmy\nold_location\nnew_location\nold_employer\nnew_employer\nprevious_controller\noccupied_baronies\nduel_value\nfaction_member\nselected_doctrines\ncb_prestige_factor\nold_faith\nnew_faith\nfaith\nage\narmy_owner\nlessee\nruler\nvalue\ngreat_holy_war\nname_character_target\nbase\nreplacement\nnew_holy_order\ncouncil_task\npatron\nleader\ncandidate\nholder_candidate\nprevious_holder\nprevious_defender\nnum_missing\nquarter\nopinion_of_liege\nexposed\ncommanders\nknights\nis_child_of_concubine\nconcubine\ncharacter\ncourt_physician\nculture\nold_culture\nother_culture\ntraits\nspecial\ndangerous\nsecret_owner\nsecret_target\nmass_action\nspouse\nnew_holder\nraider\nwipe\ntext_target\nscript\nreason\ndeath\ntimeout\nconquest\nconquest_holy_war\nconquest_claim\nconquest_populist\nappointment\ninheritance\nabdication\ndestroyed\ncreated\nusurped\ngranted\nrevoked\nelection\nindependency\nreturned\nleased_out\nlease_revoked\nfaction_demand\nswear_fealty\ntransfer_type\nfemale\nally\nruler_designer\ncurrent_weight\nweight_for_portrait\nprowess\nfounder\ntradition\nnew_culture\nold_owner\nai_honor\nai_greed\nai_rationality\nai_energy\nai_boldness\nai_zeal\nai_vengefulness\nai_compassion\nai_sociability\ngovernment\nold_government\nhighest_held_title_tier\nold_value\nnew_value\nartifact\ninspiration\nnew_inspiration\ninspiration_sponsor\ninspiration_owner\nwill_override_government\nemployee\npercent_of_monthly_gold_income\npercent_of_positive_monthly_prestige_balance\npercent_of_positive_monthly_piety_balance\npercent_of_monthly_gold_income_all_positions\npercent_of_positive_monthly_prestige_balance_all_positions\npercent_of_positive_monthly_piety_balance_all_positions\nfiring_court_position\nhighest_available_aptitude\nemployee_aptitude\nmonthly_character_expenses\nbase_value\nmy_language_counties\ntheir_language_counties\ntotal_counties\nchecking_native_language\ncourts_with_language\nreplacing\nold_primary\nquality\nwealth\nmover\ndestination\nstruggle\nnew_memory\ntravel_plan\ntravel_plan_owner\ndanger_value\ntravel_speed\ntravel_safety\ntravel_time\nspeed_aptitude\nsafety_aptitude\ngrand_wedding_promise\nspecial_option\nhighest_future_danger_value\nnew_owner\nnew_acclaimed_knight\nold_acclaimed_knight\nintermediary\nprevious_province\nold_diarch\nregular\ndepose\ninvalid\nformer_designated_diarch\nscore\ntravel_options\naccolade_type\nnew_accolade_type\nminimal_travel_time\nestimated_arrival_diff_days\nspecial_guests\nyear_of_birth\nglory\npositive\nplayer\nold_travel_leader\nchanged_obligations\nnew_successor\nold_successor\ntax_slot\ndread\nactivity_intent\naccolade\nnew_diarchy\nold_dynasty\nactive_obligation\ntax_collector\nobligation\nnum_slots_with_obligation\nis_current_obligation\nnum_vassal_slots\nold_capital\ndynasty\nhouse\nother_house\nhouse_1\nhouse_2\nhouse_relation\nnum_relations\nhas_slot_with_obligation\nfiring\nepidemic\nepidemic_type\nlegend\nnum_legends\ncreator\nprotagonist\ncan_afford_current_level\nagent_slot\ncontract_type\ncontract\nemployer\ntarget_title\ncasus_belli_type\nhas_hostages\nplayer_heir\ninteresting_destiny_character\nhard_difficulty_destiny_character\nfavorite_destiny_character\nprevious_player_character\nprevious_player_heir\npredecessor\nheir\ntop_liege\nchanged_top_liege\nstepped_down\nappointment_succession\nwas_kurultai\nkurultai_members\nobedient_kurultai\ndisobedient_kurultai\nmain_destiny_types\nrandom_destiny_types\ndestiny_type_flag\nmigration\ninvolved_characters\nsubject\ntributary\nsuzerain\noverlord\nsituation\nsituation_sub_region\nsituation_participant_group\nraid_loot\noffensive\ncourt_position_type\nconfederation\nnew_confederation\ndomain\ndomain_fertility\ntarget_fertility\ndefender_power\ngreat_project\ngreat_project_contribution\ninnovation\ndoing\ninnovation_travel_countdown\ngreat_projects\nlandless_adventurer\nlandless_noble_family\nappointment_trait_override\ntitle_tier_rank\nbarterer\nbarter_loot\nbloc\ngame_tutorial_index\nrecent_appointment_cooldown\npersonal_maa_maintenance\ntitle_maa_maintenance\npersonal_maa_cap\ntitle_maa_cap\ncan_afford_personal_maa\nhas_personal_maa_space",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["Extra info: Doesn't affect portraits. Note that you can get some odd results when using negative values for people with negate_prowess_penalty_add",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["accept a characters invitation to the activity",""],["completes the activity, complete_activity = yes ends the activity and runs the on_complete effect, complete_activity = no ends the activity without running the effect",""],["decline a characters invitation to the activity",""],["Iterate through all characters who declined an activity invite to a specific activity","every_activity_declined = { limit = { <triggers> } <effects> }"],["Iterate through all characters who have unanswered invites to a specific activity","every_activity_invited = { limit = { <triggers> } <effects> }"],["Iterate through all participants in an activity","every_participant = { limit = { <triggers> } <effects> }"],["invite a character to the activity",""],["Moves activity and all members to given location","move_activity = scope:province"],["Iterate through all characters who declined an activity invite to a specific activity","ordered_activity_declined = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters who have unanswered invites to a specific activity","ordered_activity_invited = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all participants in an activity","ordered_participant = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all characters who declined an activity invite to a specific activity","random_activity_declined = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all characters who have unanswered invites to a specific activity","random_activity_invited = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Iterate through all participants in an activity","random_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["ends the combat as the losing side (doesn't end the combat if evaluated to false)",""],["ends the combat as the winning side (doesn't end the combat if evaluated to false)",""],["Add building slot to the province",""],["spawns an activity, spawn_activity = { owner = X type = Y days/months/years = Z }, Z is expiration time can be a value or an inclusive \"{A B}\" interval from which the value will be picked",""],["Iterate through all agents in the scheme","every_scheme_agent = { limit = { <triggers> } <effects> }"],["Iterate through all agents in the scheme","ordered_scheme_agent = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all agents in the scheme","random_scheme_agent = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["scheme_freeze_days = X freezes the scheme for X days (0 unfreezes the scheme)",""],["Specific Artifact effects intended for use with newly created artifacts. These are hidden from tooltip, with no description generated whatsoever!",""],["Adds a character as an agent to the scheme",""],["Iterate through all titles the scoped character is heir to","every_heir_to_title = { limit = { <triggers> } <effects> }"],["Adds a character as an agent to the scheme and forces them to stay","{\nscheme = target_Scheme\ndays/months/years = duration\n}"],["Iterate through all titles the scoped character is heir to","ordered_heir_to_title = {\nlimit = { <triggers> }\norder_by = script_value\nposition = int\nmin = int\nmax = script_value\ncheck_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max\n<effects> }"],["Iterate through all titles the scoped character is heir to","random_heir_to_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> }"],["Recruits the target to become a courtier. Example scope:liege = { recruit_courtier = scope:new_courtier }",""],["Compare the scoped value instead of scoping into it.","var:variable_name = { compare_value < 4 }\nvar:variable_name.compare_value < {value = var:other_variable add = 5}"],["Iterate through all agents in the scheme","any_scheme_agent = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Monthly scheme progress in % (i.e. 50 equals 50%)",""],["The number of agents in a scheme",""],["Scheme power",""],["Scheme power minus scheme resistance",""],["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 resistance",""],["How much county control is the county gaining each month?",""],["What's the multiplier to the control gain rate? E.g., if there's just a +20% modifier, this would return 1.2",""],["Does the barony have a holy site with the given flag?","has_holy_site_flag = some_flag"],["Iterate through all titles the scoped character is heir to","any_heir_to_title = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Can the character join activities?",""],["Does the character have disabled non-aggression pacts with the target?",""],["Does the character have a non-aggression pact with the target?",""],["Does the character have the non-interference reason towards the target?",""],["Is the character in an activity of the specified type?",""],["Is the character in the same activity?",""],["Checks whether the character is currently in, or has joined an activity",""],["Is the scope character participating in the target activity?",""],["Is the scope character suitable as an agent for the target scheme?",""],["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.\ncalc_missing_unique_ancestors > 10"],["Checks whether the scope character is the owner of any currently active activity",""],["Has the scoped character's contract been blocked from modification by script via 'set_vassal_contract_modification_blocked'?",""],["Does the faith control a holy site with the given flag? controls_holy_site_with_flag = some flag",""],["Is the activity activated?",""],["Iterate through all characters who declined an activity invite to a specific activity","any_activity_declined = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all characters who have unanswered invites to a specific activity","any_activity_invited = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Iterate through all participants in an activity","any_participant = { <count=num/all> / <percent=fixed_point> <triggers> }"],["Is the target character participating in the scoped activity?",""],["The number of activity participants (including the owner)",""],["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\n\nAn interface trigger, can only be used in specific places"],["","An interface trigger, can only be used in specific places"],["Usable in culture, landed title, character and province scopes.",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""],["",""]]}
|