Campaign UI Manager
The campaign UI manager provides support functions for querying and manipulating the UI in campaign. A campaign ui manager is automatically created when the campaign_manager
is created. A handle to the campaign ui manager can be retrieved from the campaign manager with campaign_manager:get_campaign_ui_manager
.
Loaded in Campaign |
-
campaign_ui_manager:new()
-
Creates and returns a new campaign ui manager object, or returns an existing one if one was previously created. This function can be used interchangeably with
campaign_manager:get_campaign_ui_manager
.Returns:
campaign_ui_manager
campaign ui manager
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 127
Once a campaign_ui_manager
object has been created with campaign_ui_manager:new
or campaign_manager:get_campaign_ui_manager
, functions on it may be called using the form showed below.
Example - Specification:
<ui_manager_object>:<function_name>(<args>)
Example - Creation and Usage:
local uim = campaign_ui_manager:new()
if uim:is_panel_open("events") then -- calling a function on the object once created
out("Events panel is open")
end
Events panel is open
The campaign ui manager keeps track of what settlement and character is selected and what ui panels are open. This information can be queried with the functions in this section.
-
campaign_ui_manager:is_panel_open(string
panel name)
-
Returns whether a ui panel with the supplied name is currently open.
Parameters:
1
string
panel name
Returns:
boolean
is panel open
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 383
-
campaign_ui_manager:is_event_panel_open()
-
Returns whether an event panel is currently open.
Returns:
boolean
is event panel open
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 398
-
campaign_ui_manager:get_open_fullscreen_panel()
-
Returns the name of the last fullscreen panel that's open, or
false
if no panels are open. Usually only one fullscreen panel is open at a time but in certain circumstances (such as diplomacy) more than one may be open at a time.Returns:
string
open fullscreen panel
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 407
-
campaign_ui_manager:get_open_fullscreen_or_event_panel()
-
Returns the name of the last fullscreen panel that's open, including the events panel, or
false
if no panels are open. Usually only one fullscreen panel is open at a time but in certain circumstances (such as diplomacy) more than one may be open at a time.Returns:
string
open fullscreen panel
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 423
-
campaign_ui_manager:is_char_selected(character
character)
-
Returns whether the supplied character is selected.
Parameters:
1
character
character
Returns:
boolean
is character selected
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 437
-
campaign_ui_manager:get_char_selected_cqi(character
character)
-
Returns the cqi of the selected character.
Parameters:
1
character
character
Returns:
boolean
is character selected
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 446
-
campaign_ui_manager:is_char_selected_from_faction(string
faction name)
-
Returns whether a character from the supplied faction is selected.
Parameters:
1
string
faction name
Returns:
boolean
is character selected
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 455
-
campaign_ui_manager:is_settlement_selected(string
region name)
-
Returns whether a settlement in a region with the supplied name is selected.
Parameters:
1
string
region name
Returns:
boolean
is settlement selected
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 464
-
campaign_ui_manager:start_scripted_sequence()
-
This is a mechanism by which client scripts can notify the ui manager that a scripted sequence has started, which registers "scripted_sequence" in the panel open list. This has the effect of making the ui manager think that a fullscreen panel is open, stalling any pending interventions. Avoid using this unless you really have to, probably the only case where it's valid is in the case of script that must work in singleplayer and also multiplayer.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 488
-
campaign_ui_manager:stop_scripted_sequence()
-
Removes "scripted_sequence" from the panel open list. This must be called after
campaign_ui_manager:start_scripted_sequence
.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 498
-
campaign_ui_manager:suppress_end_turn_warning(
warningnumber
,
suppressboolean
)
-
Activates or deactivates a suppression on a specified end-turn warning. If an end-turn warning is suppressed it is prevented from appearing. End-turn warnings are specified by a numeric enumerator. Enumerators to use may be looked up in the table below:
warning id description
0
None 1
Low funds 2
Research available 4
Commandment available 8
Character upgrade available 16
Settlement upgrade available 32
Vortex ritual available 64
Siege construction available 128
Low fightiness 256
Damaged building 512
Building available 1024
Office slot available 2048
Army ap available 4096
Hero ap available 8192
Imminent rebellion 16384
Garrison army ap available Parameters:
1
Warning to suppress - should be a number from the table above.
2
Activate suppression.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 635
-
campaign_ui_manager:get_next_output_stamp()
-
Returns an incremental number which can be used for matching output between tabs.
Returns:
number
output stamp
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 736
-
campaign_ui_manager:lock_ui()
-
Partially locks the ui, preventing the player from ending turn or moving armies and suppressing the events rollout. Subsequent calls to the function will increase the lock level on the ui, with calls to
campaign_ui_manager:unlock_ui
reducing the lock level on the ui. The ui will only unlock when the lock level is reduced back to zero.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 757
-
campaign_ui_manager:unlock_ui()
-
Attempts to unlock the ui after it has been locked with
campaign_ui_manager:lock_ui
. Each call tocampaign_ui_manager:lock_ui
increases the lock level on the ui while each call to this function reduces the lock level. The ui is only unlocked when the lock level returns to zero.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 800
-
campaign_ui_manager:enable_event_panel_auto_open(boolean
should enable)
-
Enables or disables the event panel from auto-opening. Each call to disable the event panel auto-opening made with this function increases the lock level by one, and each call to enable it decreases the lock level by one. Auto-opening is only re-enabled when the lock level drops to zero. This allows multiple client scripts to suppress event panels at the same time, and only when all have relinquished their lock will event panels be allowed to auto-open again.
Parameters:
1
boolean
should enable
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 867
-
campaign_ui_manager:set_should_save_override_state(boolean
should save)
-
Sets the campaign ui manager to save and restore the state of all ui overrides when the game is saved and reloaded. By default the state of these is saved - use this function to disable this.
Parameters:
1
boolean
should save
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 918
The whitelist system allow scripts to prevent the player from selecting any settlements, characters or both. Individual settlements or characters can then be whitelisted so that only they may be selected.
-
campaign_ui_manager:enable_character_selection_whitelist()
-
Enables the character selection whitelist so that it starts being enforced. After this function is called the player will be unable to select any characters that have not been added to the whitelist until the character whitelist system is disabled with
campaign_ui_manager:disable_character_selection_whitelist
.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1078
-
campaign_ui_manager:disable_character_selection_whitelist()
-
Disables the character selection whitelist so that it is no longer enforced. Calling this does not clear characters from the whitelist - use
campaign_ui_manager:clear_character_selection_whitelist
to do this.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1100
-
campaign_ui_manager:add_character_selection_whitelist(number
character cqi)
-
Adds a character to the character whitelist by cqi. The character whitelist system must be enabled with
campaign_ui_manager:enable_character_selection_whitelist
for this to have an effect.Parameters:
1
number
character cqi
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1111
-
campaign_ui_manager:remove_character_selection_whitelist(number
character cqi)
-
Removes a character from the character whitelist by cqi.
Parameters:
1
number
character cqi
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1130
-
campaign_ui_manager:clear_character_selection_whitelist()
-
Clears all characters from the character whitelist.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1146
-
campaign_ui_manager:add_all_characters_for_faction_selection_whitelist(string
faction name)
-
Adds all characters from the specified faction to the character selection whitelist.
Parameters:
1
string
faction name
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1154
-
campaign_ui_manager:enable_settlement_selection_whitelist()
-
Enables the settlement selection whitelist so that it starts being enforced. After this function is called the player will be unable to select any settlements that have not been added to the whitelist until the settlement whitelist system is disabled with
campaign_ui_manager:disable_settlement_selection_whitelist
.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1191
-
campaign_ui_manager:disable_settlement_selection_whitelist()
-
Diables the settlement selection whitelist so that it is no longer enforced. Calling this does not clear settlements from the whitelist - use
campaign_ui_manager:clear_settlement_selection_whitelist
to do this.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1220
-
campaign_ui_manager:add_settlement_selection_whitelist(string
settlement name)
-
Adds the specified settlement to the settlement selection whitelist. The settlement name will be in the form
settlement:[region_name]
. The settlement whitelist system must be enabled withcampaign_ui_manager:enable_settlement_selection_whitelist
for this to have an effect.Parameters:
1
string
settlement name
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1231
-
campaign_ui_manager:remove_settlement_selection_whitelist(string
settlement name)
-
Removes the specified settlement from the settlement selection whitelist. The settlement name will be in the form
settlement:[region_name]
.Parameters:
1
string
settlement name
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1253
-
campaign_ui_manager:clear_settlement_selection_whitelist()
-
Clears the settlement selection whitelist.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1272
-
campaign_ui_manager:add_all_settlements_for_faction_selection_whitelist(string
faction name)
-
Adds all settlements belonging to the specified faction to the settlement whitelist.
Parameters:
1
string
faction name
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1281
The campaign ui manager stores pulse strength constants, which are numbers which represent how intensely a ui component of a certain size should flash in certain situations. Smaller components (i.e. buttons) should flash more intensely than larger components (i.e. panels) to attract attention to themselves.
-
campaign_ui_manager:get_panel_pulse_strength()
-
Returns the panel pulse strength constant (currently 5).
Returns:
number
panel pulse strength constant
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1326
-
campaign_ui_manager:get_button_pulse_strength()
-
Returns the button pulse strength constant (currently 10).
Returns:
number
button pulse strength constant
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1334
-
campaign_ui_manager:highlight_settlement(
settlement name
string,
marker type
[string],
x offset
[number],
y offset
[number],
height offset
[number]
) -
Places a highlight effect at the position of the supplied settlement. An offset position may optionally be set - sometimes it's better not to highlight a settlement's central position if a character is stood there as it's unclear what's being highlighted.
A marker type can be supplied - recognised marker types are currentlymove_to
,select
,pointer
,move_to_vfx
,select_vfx
(default),look_at_vfx
,objective
. If one of these is specified then the marker is added with the underlyingadd_marker
command provided by the game interface. If no marker type is specified then a vfx is added with theadd_vfx
command instead, of typeadvice_settlement_marker
.
Any highlight added with this function can be removed later withcampaign_ui_manager:unhighlight_settlement
.Parameters:
1
string
Full settlement name. This is generally "settlement:" concatenated with the region key.
2
string
optional, default value=nil
Marker type.
3
number
optional, default value=0
X offset.
4
number
optional, default value=0
Y offset.
5
number
optional, default value=0
Height offset.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1362
-
campaign_ui_manager:unhighlight_settlement(string
settlement name, [boolean
is marker])
-
Removes a highlight effect at the position of the supplied settlement that was previously added with
campaign_ui_manager:highlight_settlement
.Parameters:
1
string
Full settlement name. This is generally "settlement:" concatenated with the region key.
2
boolean
optional, default value=false
Is marker. If set to
true
this removes a marker at the settlement - set this if a marker type was specified tocampaign_ui_manager:highlight_settlement
. If set tofalse
then a vfx is removed - set this if no marker type was specified tocampaign_ui_manager:highlight_settlement
.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1433
-
campaign_ui_manager:highlight_all_settlements_for_faction(
faction key
string,
show highlight
[boolean],
marker type
[string]
) -
A shorthand method for highlighting or unhighlighting all settlements belonging to a specified faction. This function uses
campaign_ui_manager:highlight_settlement
andcampaign_ui_manager:unhighlight_settlement
to perform the actual highlighting and unhighlighting.Parameters:
1
string
Faction key.
2
boolean
optional, default value=false
Show highlight.
3
string
optional, default value=nil
Marker type to be supplied to
campaign_ui_manager:highlight_settlement
orcampaign_ui_manager:unhighlight_settlement
- see the documentation for those functions for more information.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1461
-
campaign_ui_manager:highlight_all_settlements_near_camera(
show highlight
[boolean],
radius
number,
condition
[function]
) -
A shorthand method for highlighting or unhighlighting all settlements currently near the position of the camera. An optional condition may be supplied to filter the settlements to highlight.
Note that the highlighting won't update if the camera is moved.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
Radius in display units.
3
function
optional, default value=nil
Filter condition. If supplied, this should be a function which accepts a settlement object as a single argument and returns a boolean result. If the boolean result evaluates to
true
then the settlement is highlighted. The filter is only considered when highlighting - when unhighlighting, all settlements within the radius are unhighlighted regardless of any filter.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1496
-
campaign_ui_manager:highlight_settlement_for_selection(
settlement name
string,
province name
string,
callback
function,
x offset
[number],
y offset
[number]
) -
Highlights a settlement, and then calls a supplied callback when that character is selected. This function uses
campaign_ui_manager:highlight_settlement
to perform the actual highlighting.Parameters:
1
string
Full settlement name. This is generally "settlement:" concatenated with the region key.
2
string
Province name to which the settlement belongs.
3
function
callback
4
number
optional, default value=0
X offset.
5
number
optional, default value=0
Y offset.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1547
-
campaign_ui_manager:unhighlight_settlement_for_selection(character
character object)
-
Unhighlights a settlement after it has been highlighted with
campaign_ui_manager:highlight_settlement_for_selection
. Note that client scripts do not need to call this themselves to clean up aftercampaign_ui_manager:highlight_settlement_for_selection
has triggered - it is for cancelling a running selection listener.Parameters:
1
character
character object
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1593
-
campaign_ui_manager:highlight_character(
character object
character,
marker type
[string],
height offset
[number]
) -
Places a highlight effect at the position of the supplied character. A marker type can be supplied - recognised marker types are currently
move_to
,select
,pointer
,move_to_vfx
,select_vfx
(default),look_at_vfx
,objective
. If one of these is specified then the marker is added with the underlyingadd_marker
command provided by the game interface. If no marker type is specified then a vfx is added with theadd_vfx
command instead, of typeadvice_settlement_marker
.
Any highlight added with this function can be removed later withcampaign_ui_manager:unhighlight_character
.Parameters:
1
character
character object
2
string
optional, default value=nil
marker type
3
number
optional, default value=0
height offset
Returns:
boolean
character was highlighted
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1626
-
campaign_ui_manager:unhighlight_character(character
character object, [boolean
is marker])
-
Removes a highlight effect at the position of the supplied character that was previously added with
campaign_ui_manager:highlight_character
.Parameters:
1
character
Character object.
2
boolean
optional, default value=false
Is marker. If set to
true
this removes a marker at the character - set this if a marker type was specified tocampaign_ui_manager:highlight_character
. If set tofalse
then a vfx is removed - set this if no marker type was specified tocampaign_ui_manager:highlight_character
.Returns:
boolean
character was unhighlighted
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1683
-
campaign_ui_manager:highlight_all_general_characters_for_faction(
faction key
string,
should highlight
[boolean]
) -
A shorthand method for highlighting/unhighlight all armies for a faction.
Parameters:
1
string
faction key
2
boolean
optional, default value=false
should highlight
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1709
-
campaign_ui_manager:highlight_all_characters_near_camera(
show highlight
[boolean],
radius
number,
condition
[function]
) -
A shorthand method for highlighting or unhighlighting all characters currently near the position of the camera. An optional condition may be supplied to filter the characters to highlight.
Note that the highlighting won't update if the camera is moved.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
Radius in display units.
3
function
optional, default value=nil
Filter condition. If supplied, this should be a function which accepts a character object as a single argument and returns a boolean result. If the boolean result evaluates to
true
then the character is highlighted. The filter is only considered when highlighting - when unhighlighting, all characters within the radius are unhighlighted regardless of any filter.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1746
-
campaign_ui_manager:highlight_all_generals_near_camera(
show highlight
[boolean],
radius
number,
condition
[function]
) -
A shorthand method for highlighting or unhighlighting all general/lord characters currently near the position of the camera. Uses
campaign_ui_manager:highlight_all_characters_near_camera
.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
Radius in display units.
3
function
optional, default value=nil
Filter condition. If supplied, this should be a function which accepts a character object as a single argument and returns a boolean result. If the boolean result evaluates to
true
then the character is highlighted. The filter is only considered when highlighting - when unhighlighting, all characters within the radius are unhighlighted regardless of any filter.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1796
-
campaign_ui_manager:highlight_all_heroes_near_camera(
show highlight
[boolean],
radius
number,
condition
[function]
) -
A shorthand method for highlighting or unhighlighting all hero characters currently near the position of the camera. Uses
campaign_ui_manager:highlight_all_characters_near_camera
.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
Radius in display units.
3
function
optional, default value=nil
Filter condition. If supplied, this should be a function which accepts a character object as a single argument and returns a boolean result. If the boolean result evaluates to
true
then the character is highlighted. The filter is only considered when highlighting - when unhighlighting, all characters within the radius are unhighlighted regardless of any filter.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1814
-
campaign_ui_manager:highlight_character_for_selection(
character object
character,
callback
function,
height offset
[number]
) -
Highlights a character, and then calls a supplied callback when that character is selected. This function uses
campaign_ui_manager:highlight_character
to perform the actual highlighting.Parameters:
1
character
character object
2
function
callback
3
number
optional, default value=0
height offset
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1832
-
campaign_ui_manager:unhighlight_character_for_selection(character
character object)
-
Unhighlights a character after it has been highlighted with
campaign_ui_manager:highlight_character_for_selection
. Note that client scripts do not need to call this themselves to clean up aftercampaign_ui_manager:highlight_character_for_selection
has triggered - it is for cancelling a running selection listener.Parameters:
1
character
character object
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1874
The functions here are bespoke for tutorials and hide or show various bits of the UI.
-
campaign_ui_manager:display_first_turn_ui(boolean
show ui)
-
Hides or shows a large amount of the campaign UI.
Parameters:
1
boolean
show ui
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 1912
-
campaign_ui_manager:display_faction_buttons(boolean
should show)
-
Hides or shows the faction buttons docker on the campaign UI, which is the panel on which the end-turn button is displayed.
Parameters:
1
boolean
should show
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2020
-
campaign_ui_manager:display_resources_bar(boolean
should show)
-
Hides or shows the resources bar at the top of the campaign UI.
Parameters:
1
boolean
should show
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2038
-
campaign_ui_manager:num_queued_unit_cards_visible()
-
Returns the number of unit cards currently queued for recruitment on the army panel.
Returns:
number
queued unit cards
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2070
An interaction monitor sets up an event/condition listener. Should the event occur and the condition be satisfied then a supplied key is saved into the advice history. The presence of this key in the advice history can then be queried by external scripts with campaign_ui_manager:get_interaction_monitor_state
.
This mechanism allows client scripts to set up listeners for the player ever performing an action (e.g. changing stance, recruiting a unit, declaring war etc). Other scripts can then query whether or not the player has performed one of these actions at any point.
-
campaign_ui_manager:add_interaction_monitor(string
key, string
event name, [function
condition])
-
Sets up an interaction monitor. If the supplied key is not already present in the advice history then a listener is established for the supplied event and condition. Should the event be triggered and the condition met, then the key is set in the advice history.
Parameters:
1
string
Interaction monitor key.
2
string
Event name to listen for.
3
function
optional, default value=true
Conditional test. This can either be a function that takes the event context as a single arguments and returns a boolean result, or just the value
true
to always match when the event is triggered (which is the default value).Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2112
-
campaign_ui_manager:add_click_interaction_monitor(string
key, [function
condition])
-
Sets up an on-click interaction monitor. This sets up an interaction monitor with
campaign_ui_manager:add_interaction_monitor
for theComponentLClickUp
event.Parameters:
1
string
Interaction monitor key.
2
function
optional, default value=true
Conditional test. This can either be a function that takes the event context as a single arguments and returns a boolean result, or just the value
true
to always match when the event is triggered (which is the default value).Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2150
-
campaign_ui_manager:add_campaign_panel_closed_interaction_monitor(string
key, [function
condition])
-
Sets up a panel-closing interaction monitor. This sets up an interaction monitor with
campaign_ui_manager:add_interaction_monitor
for thePanelClosedCampaign
event.Parameters:
1
string
Interaction monitor key.
2
function
optional, default value=true
Conditional test. This can either be a function that takes the event context as a single arguments and returns a boolean result, or just the value
true
to always match when the event is triggered (which is the default value).Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2159
-
campaign_ui_manager:get_interaction_monitor_state(string
key)
-
Gets the state of a supplied interaction monitor. If the monitor has ever been triggered then
true
is returned, otherwisefalse
is returned instead.Parameters:
1
string
Interaction monitor key.
Returns:
boolean
monitor ever triggered
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2168
Multiple independent client scripts wish to lock and unlock the diplomacy_audio override at the same time, so the campaign ui manager provides this specific interface for doing so. Each call to campaign_ui_manager:lock_diplomacy_audio
increases the lock level, whereas each call to campaign_ui_manager:unlock_diplomacy_audio
decreases it. The ui override itself only gets locked/unlocked when the lock level moves from 0 to 1 or 1 to 0.
-
campaign_ui_manager:lock_diplomacy_audio()
-
Increases the lock level on the
diplomacy_audio
ui override, locking it if the level is moving from 0 to 1.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2189
-
campaign_ui_manager:unlock_diplomacy_audio()
-
Decreases the lock level on the
diplomacy_audio
ui override, unlocking it if the level is moving from 1 to 0.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2200
The campaign ui manager provides a large number of functions, listed below, to pulse-highlight various specific sections of the campaign UI. Client scripts may call one or more of the functions listed below to highlight a section of the ui, then campaign_ui_manager:unhighlight_all_for_tooltips
to subsequently unhighlight any ui section currently highlighted by them. This is primarily for use with the tooltip/help system, which pulse-highlights sections of the UI when the cursor is placed over a relevant hyperlinked word in help system text.
The help_page_link_highlighting
ui override may be set to disable this system, although each highlighting function allows the action to be forced using a flag.
Where sensible, each highlight function will call a different highlight function if its uicomponents are not visible. For example, a call to highlight the army panel will highlight armies instead if the army panel is not visible - hopefully communicating to the player that they can select an army to see the panel.
-
campaign_ui_manager:unhighlight_all_for_tooltips([boolean
force unhighlight])
-
Unhighlights any component that's been highlighted by the tooltip system using one of the other functions in this section.
Parameters:
1
boolean
optional, default value=false
Force unhighlight, even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2230
-
campaign_ui_manager:highlight_advice_history_buttons(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the advice history buttons. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2248
-
campaign_ui_manager:highlight_advisor_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the advisor button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2284
-
campaign_ui_manager:highlight_advisor(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the advisor. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2309
-
campaign_ui_manager:highlight_armies(
show highlight
[boolean],
faction key
[string],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights armies near the camera, optionally for a target faction. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
string
optional, default value=nil
Target faction key. Can be omitted to highlight armies for all factions.
3
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
4
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2359
-
campaign_ui_manager:highlight_armies_at_sea(
show highlight
[boolean],
faction key
[string],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights armies at sea near the camera, optionally for a target faction. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
string
optional, default value=nil
Target faction key. Can be omitted to highlight armies for all factions.
3
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
4
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2383
-
campaign_ui_manager:highlight_army_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the army panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2407
-
campaign_ui_manager:highlight_army_panel_unit_cards(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the unit cards on the army panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2466
-
campaign_ui_manager:highlight_autoresolve_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the autoresolve button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2515
-
campaign_ui_manager:highlight_balance_of_power_bar(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the balance of power bar. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2548
-
campaign_ui_manager:highlight_banners_and_marks(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights banners and marks. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2574
-
campaign_ui_manager:highlight_building_browser_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the building browser button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2637
-
campaign_ui_manager:highlight_building_browser(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the building browser. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2664
-
campaign_ui_manager:highlight_building_browser_buildings(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights building browser buildings. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2791
-
campaign_ui_manager:highlight_building_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the building panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2831
-
campaign_ui_manager:highlight_building_panel_tab(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the building panel tab on the army panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2900
-
campaign_ui_manager:highlight_buildings(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
first settlement only
[boolean],
all but first settlement
[boolean]
) -
Highlights buildings on the army panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Only highlight buildings for the first settlement on the army panel.
5
boolean
optional, default value=false
Highlight buildings for all but the first settlement on the army panel.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 2926
-
campaign_ui_manager:highlight_character_available_skill_points(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the available skill points indicator on the character details panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3014
-
campaign_ui_manager:highlight_character_details(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the character details subpanel on the character details panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3042
-
campaign_ui_manager:highlight_character_details_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the character details button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3105
-
campaign_ui_manager:highlight_character_details_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the character details panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3134
-
campaign_ui_manager:highlight_character_details_panel_details_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the details tab button on the character details panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3296
-
campaign_ui_manager:highlight_character_details_panel_rank_indicator(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the character rank indicator on the character details panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3324
-
campaign_ui_manager:highlight_character_details_panel_skills_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the skills tab button on the character details panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3346
-
campaign_ui_manager:highlight_character_info_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the character info panel that appears when a character is selected. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3374
-
campaign_ui_manager:highlight_character_magic_items(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights magic items on the character details panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3430
-
campaign_ui_manager:highlight_character_skills(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the character skills subpanel on the character details panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3457
-
campaign_ui_manager:highlight_character_skills_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the character skills button on the character details panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3498
-
campaign_ui_manager:highlight_character_traits(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the character traits on the character details panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3526
-
campaign_ui_manager:highlight_commandments(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights commandments. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3559
-
campaign_ui_manager:highlight_corruption(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights corruption. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3586
-
campaign_ui_manager:highlight_diplomacy_attitude_icons(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights diplomacy attitude icons on the diplomacy screen. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3620
-
campaign_ui_manager:highlight_diplomacy_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the diplomacy button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3655
-
campaign_ui_manager:highlight_diplomacy_centre_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the centre panel on the diplomacy screen. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3681
-
campaign_ui_manager:highlight_diplomacy_left_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the left panel on the diplomacy screen. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3725
-
campaign_ui_manager:highlight_diplomacy_right_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the right panel on the diplomacy screen. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3757
-
campaign_ui_manager:highlight_diplomacy_screen(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights just the diplomacy screen. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3789
-
campaign_ui_manager:highlight_drop_down_list_buttons(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the drop-down list buttons. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3818
-
campaign_ui_manager:highlight_dynasties(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights dynasties. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3836
-
campaign_ui_manager:highlight_dynasties_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the dynasties panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3846
-
campaign_ui_manager:highlight_end_turn_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the end-turn button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3856
-
campaign_ui_manager:highlight_events_list(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the events drop-down list. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3880
-
campaign_ui_manager:highlight_factions_list(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the factions drop-down list. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3906
-
campaign_ui_manager:highlight_faction_summary_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the factions summary button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3932
-
campaign_ui_manager:highlight_faction_summary_records_tab(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the records tab on the faction screen. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 3956
-
campaign_ui_manager:highlight_faction_summary_screen(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the faction summary screen. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4121
-
campaign_ui_manager:highlight_faction_summary_summary_tab(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the summary tab on the faction screen. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4161
-
campaign_ui_manager:highlight_faction_summary_statistics_tab(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the statistics tab on the faction screen. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4252
-
campaign_ui_manager:highlight_fightiness_bar(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the fightiness bar. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4292
-
campaign_ui_manager:highlight_fleet_office_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the fleet office button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4330
-
campaign_ui_manager:highlight_fleet_office_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the fleet office panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4355
-
campaign_ui_manager:highlight_food(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the food indicator on the top bar of the campaign interface. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4426
-
campaign_ui_manager:highlight_food_bar(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the food bar. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4443
-
campaign_ui_manager:highlight_forces_list(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the forces drop-down list. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4488
-
campaign_ui_manager:highlight_garrison_armies(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights garrison army unit cards on the army panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4515
-
campaign_ui_manager:highlight_garrison_details_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the garrison details button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4557
-
campaign_ui_manager:highlight_global_recruitment_pool(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the global recruitment pool on the recruitment panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4582
-
campaign_ui_manager:highlight_gods_bar(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the gods bar. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4624
-
campaign_ui_manager:highlight_growth(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the growth section of the province info panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4648
-
campaign_ui_manager:highlight_help_pages_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the help pages button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4682
-
campaign_ui_manager:highlight_heroes(
show highlight
[boolean],
faction key
[string],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights any visible heroes on the campaign map. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
string
optional, default value=nil
Target faction key. Can be omitted to highlight armies for all factions.
3
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
4
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4704
-
campaign_ui_manager:highlight_hero_deployment_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the hero deployment button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4728
-
campaign_ui_manager:highlight_hero_recruitment_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the hero recruitment panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4754
-
campaign_ui_manager:highlight_hero_recruitment_panel_tab_buttons(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the hero recruitment panel tab buttons. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4831
-
campaign_ui_manager:highlight_horde_growth(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights horde growth. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4861
-
campaign_ui_manager:highlight_horde_buildings(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights horde buildings. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4897
-
campaign_ui_manager:highlight_infamy(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the infamy indicator. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4925
-
campaign_ui_manager:highlight_influence(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the influence indicator on the top bar of the campaign interface. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4942
-
campaign_ui_manager:highlight_interventions(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the interventions button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4959
-
campaign_ui_manager:highlight_legendary_knight_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the Legendary Knight button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 4984
-
campaign_ui_manager:highlight_list_button_events(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the events list button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5010
-
campaign_ui_manager:highlight_list_button_factions(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the factions list button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5034
-
campaign_ui_manager:highlight_list_button_forces(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the forces list button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5058
-
campaign_ui_manager:highlight_list_button_missions(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the missions list button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5082
-
campaign_ui_manager:highlight_list_button_provinces(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the provinces list button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5106
-
campaign_ui_manager:highlight_local_recruitment_pool(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the local recruitment pool on the recruitment panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5130
-
campaign_ui_manager:highlight_lords(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights lords on the pre-battle screen. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5169
-
campaign_ui_manager:highlight_lords_pre_battle_screen(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
reinforcements only
[boolean]
) -
Highlights lords on the pre-battle screen. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Only highlights reinforcement lords.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5183
-
campaign_ui_manager:highlight_missions_list(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the missions list. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5235
-
campaign_ui_manager:highlight_movement_range(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the movement range indicator on the character info panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5261
-
campaign_ui_manager:highlight_objectives_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the objectives button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5294
-
campaign_ui_manager:highlight_objectives_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the objectives panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5318
-
campaign_ui_manager:highlight_objectives_panel_chapter_missions(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the chapter missions tab on the objectives panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5360
-
campaign_ui_manager:highlight_objectives_panel_victory_conditions(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the victory conditions tab on the objectives panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5388
-
campaign_ui_manager:highlight_offices(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the offices panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5416
-
campaign_ui_manager:highlight_offices_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the offices button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5474
-
campaign_ui_manager:highlight_peasants(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights peasants. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5498
-
campaign_ui_manager:highlight_per_turn_income(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the per-turn income indicator. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5515
-
campaign_ui_manager:highlight_pieces_of_eight_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the Pieces of Eight button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5531
-
campaign_ui_manager:highlight_ports(
show highlight
[boolean],
faction key
[string],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights any visible port settlements. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
string
optional, default value=nil
Target faction key. Can be omitted to highlight ports for all factions.
3
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
4
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5556
-
campaign_ui_manager:highlight_post_battle_options(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights post battle option buttons. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5580
-
campaign_ui_manager:highlight_post_battle_options_for_click([boolean
show highlight])
-
Highlights post battle option buttons for clicking. This function works differently to other functions in this section as it highlights the post-battle options with a square highlight indicating that they should be clicked on. It also waits until the post_battle_panel is in position before activating the highlight.
Unlike other functions in this section this highlight should be disabled by calling this function again withfalse
as a single argument.Parameters:
1
boolean
optional, default value=false
show highlight
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5643
-
campaign_ui_manager:highlight_post_battle_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the post battle panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5684
-
campaign_ui_manager:highlight_post_battle_panel_unit_cards(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
unit types only
[boolean],
unit experience only
[boolean],
unit banners only
[boolean]
) -
Highlights unit cards on the post battle panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Only highlights the unit type indicator on each card instead of the whole card.
5
boolean
optional, default value=false
Only highlights the unit experience indicator on each card instead of the whole card.
6
boolean
optional, default value=false
Only highlights unit banners on each card instead of the whole card.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5717
-
campaign_ui_manager:highlight_pre_battle_options(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights unit cards on the pre-battle panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5734
-
campaign_ui_manager:highlight_pre_battle_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the pre-battle panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5788
-
campaign_ui_manager:highlight_pre_battle_panel_unit_cards(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
is post-battle panel
[boolean],
unit types only
[boolean],
unit experience only
[boolean],
unit banners only
[boolean]
) -
Highlights unit cards on the pre-battle panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
sets whether this is actually the post-battle panel we are highlighting (
campaign_ui_manager:highlight_post_battle_panel_unit_cards
sets this flag).5
boolean
optional, default value=false
Only highlights the unit type indicator on each card instead of the whole card.
6
boolean
optional, default value=false
Only highlights the unit experience indicator on each card instead of the whole card.
7
boolean
optional, default value=false
Only highlights unit banners on each card instead of the whole card.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5843
-
campaign_ui_manager:highlight_province_info_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the province info panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5941
-
campaign_ui_manager:highlight_provinces_list(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the provinces drop-down list. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 5987
-
campaign_ui_manager:highlight_province_overview_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the province overview panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6013
-
campaign_ui_manager:highlight_province_overview_panel_settlement_headers(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
first settlement only
[boolean],
all but first settlement
[boolean]
) -
Highlights just the settlement headers on the province overview panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Only highlight headers for the first settlement on the army panel.
5
boolean
optional, default value=false
Highlight headers for all but the first settlement on the army panel.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6062
-
campaign_ui_manager:highlight_public_order(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights public order on the province info panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6110
-
campaign_ui_manager:highlight_raise_forces_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the raise forces button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6150
-
campaign_ui_manager:highlight_raise_forces_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the raise forces panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6192
-
campaign_ui_manager:highlight_recruit_hero_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the recruit hero button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6268
-
campaign_ui_manager:highlight_recruitment_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the recruitment button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6309
-
campaign_ui_manager:highlight_recruitment_capacity(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the recruitment capacity indicators on the recruitment panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6336
-
campaign_ui_manager:highlight_recruitment_panel_unit_cards(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
unit types only
[boolean],
unit experience only
[boolean]
) -
Highlights unit cards on the recruitment panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Only highlights the unit type indicator on each card instead of the whole card.
5
boolean
optional, default value=false
Only highlights the unit experience indicator on each card instead of the whole card.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6373
-
campaign_ui_manager:highlight_regiments_of_renown_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the regiments of renown panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6429
-
campaign_ui_manager:highlight_regiments_of_renown_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the regiments of renown button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6476
-
campaign_ui_manager:highlight_reinforcements(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights reinforcements on the pre-battle screen. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6506
-
campaign_ui_manager:highlight_settlements(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
faction key
[string]
) -
Highlights any visible settlements. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
string
optional, default value=nil
Target faction key. Can be omitted to highlight settlements for all factions.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6520
-
campaign_ui_manager:highlight_ship_building_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the shipbuilding tab on the army panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6544
-
campaign_ui_manager:highlight_ship_building_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the shipbuilding panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6570
-
campaign_ui_manager:highlight_siege_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the siege panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6640
-
campaign_ui_manager:highlight_siege_weapons(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights siege weapons on the siege panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6675
-
campaign_ui_manager:highlight_stances(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the stances rollout. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6701
-
campaign_ui_manager:highlight_strategic_map_layer_buttons(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the layer buttons on the strategic map. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6739
-
campaign_ui_manager:highlight_strat_map_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the strategy map button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6765
-
campaign_ui_manager:highlight_tax(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the tax indicator on the province info panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6789
-
campaign_ui_manager:highlight_technologies(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights technologies. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6803
-
campaign_ui_manager:highlight_technology_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the technologies button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6844
-
campaign_ui_manager:highlight_technology_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the technologies panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6868
-
campaign_ui_manager:highlight_treasure_map_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the Treasure map button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6926
-
campaign_ui_manager:highlight_treasure_map_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the treasure maps panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 6950
-
campaign_ui_manager:highlight_treasury(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the treasury value. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 7003
-
campaign_ui_manager:highlight_treasury_button(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the treasury button. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 7020
-
campaign_ui_manager:highlight_treasury_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the treasury panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 7044
-
campaign_ui_manager:highlight_treasury_panel_details_tab(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the details tab on the treasury panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 7079
-
campaign_ui_manager:highlight_treasury_panel_summary_tab(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the summary tab on the treasury panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 7110
-
campaign_ui_manager:highlight_treasury_panel_trade_tab(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean]
) -
Highlights the trade tab on the treasury panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 7141
-
campaign_ui_manager:highlight_unit_cards(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean],
dont highlight upstream
[boolean],
unit types only
[boolean],
unit experience only
[boolean]
) -
Highlights unit cards across the campaign UI. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.4
boolean
optional, default value=false
Suppress highlighting of any upstream components if this one is not currently visible.
5
boolean
optional, default value=false
Only highlights the unit type indicator on each card instead of the whole card.
6
boolean
optional, default value=false
Only highlights the unit experience indicator on each card instead of the whole card.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 7172
-
campaign_ui_manager:highlight_unit_exchange_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the unit exchange panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 7193
-
campaign_ui_manager:highlight_unit_experience(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights experience indicators on visible unit cards. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 7217
-
campaign_ui_manager:highlight_unit_information_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the unit information panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 7231
-
campaign_ui_manager:highlight_unit_recruitment_panel(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights the unit recruitment panel. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 7282
-
campaign_ui_manager:highlight_unit_types(
show highlight
[boolean],
pulse strength override
[number],
force highlight
[boolean]
) -
Highlights unit type indicators on visible unit cards. Best practise is to use
campaign_ui_manager:unhighlight_all_for_tooltips
to cancel the highlight later.Parameters:
1
boolean
optional, default value=false
Show highlight.
2
number
optional, default value=nil
Pulse Strength Override. Default is 10 for smaller components such as buttons, and 5 for larger components such as panels. Set a higher number for a more pronounced pulsing.
3
boolean
optional, default value=false
Forces the highlight to show even if the
help_page_link_highlighting
ui override is set.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_ui.lua, line 7332