Troy Events & Interfaces
Events
- RegionStrikes
- PositiveDiplomaticEvent
- CharacterGarrisonTargetEvent
- RegionTurnEnd
- AreaExitedEvent
- ScriptedForceCreated
- PooledResourceEvent
- ScriptedCharacterUnhidden
- UnitCreated
- DilemmaIssued
- CharacterBuildingCompleted
- CharacterGarrisonTargetAction
- CharacterEndsBesiegingSettlement
- GarrisonResidenceExposedToFaction
- ResearchCompleted
- FactionLiberated
- RegionPlagueStateChanged
- CharacterCanLiberate
- UITriggerScriptEvent
- RegionSelected
- BuildingBrowserInitialized
- ClanBecomesVassal
- PooledResourceShortageEvent
- CharacterEmbarksNavy
- CharacterCapturedSettlementUnopposed
- BuildingDemolished
- GarrisonResidenceEvent
- CampaignCoastalAssaultOnCharacter
- CharacterSkillPointAllocated
- CharacterPerformedSuccessfulAgentAction
- CharacterLeavesGarrison
- PendingBattle
- FactionInitiatesHecatomb
- CharacterRelativeKilled
- CharacterPostBattleEnslave
- FactionLeaderIssuesEdict
- FactionCharacterDiedOrWounded
- CharacterEvent
- CharacterPerformsActionAgainstFriendlyTarget
- NewSession
- GovernorshipTaxRateChanged
- CharacterMaintainsSiege
- CharacterLootedSettlement
- UnitTrained
- CharacterAncillaryGained
- FactionTurnEnd
- CharacterTargetEvent
- CharacterDisembarksNavy
- CharacterSackedSettlement
- CharacterTurnEnd
- GarrisonAttackedEvent
- AreaEnteredEvent
- FirstTickAfterNewCampaignStarted
- RegionFactionChangePostBuildingConversionEvent
- PendingBankruptcy
- CharacterAncillaryLost
- FactionLeaderSignsPeaceTreaty
- CharacterPostBattleRelease
- ResearchStarted
- PooledResourceTransactionEvent
- DilemmaChoiceMadeEvent
- CharacterParticipatedInBattle
- CharacterRankUpNeedsAncillary
- FactionBarterAgreementTicked
- CharacterPerformsSettlementOccupationDecision
- SlotTurnStart
- "AreaExited"
- NewCampaignStarted
- FactionCivilWarOccured
- CharacterPostBattleSlaughter
- MissionStatusEvent
- CharacterAttacksAlly
- IncidentOccuredEvent
- MilitaryForceDevelopmentPointChange
- CharacterMilitaryForceTraditionPointAllocated
- IncidentEvent
- CharacterLoyaltyChanged
- MovementPointsExhausted
- FactionRoundStart
- MissionCancelled
- MissionEvent
- GetLoyaltyCustomBundle
- FactionForeignTradersTransaction
- CharacterPromoted
- CharacterLeavesMilitaryForce
- CharacterCandidateBecomesMinister
- RegionAbandonedWithBuildingEvent
- UniqueAgentSpawned
- FactionInitiatesPrayer
- LandTradeRouteRaided
- FactionGovernmentTypeChanged
- CharacterTurnStart
- ScriptedCharacterUnhiddenFailed
- BattleCompleted
- DilemmaEvent
- ForceAdoptsStance
- GovernorAssignedCharacterEvent
- UniqueAgentEvent
- CharacterMinisterialPositionChanged
- BuildingCompleted
- MilitaryForceDestroyed
- WorldCreated
- FactionBecomesLiberationVassal
- RitualCancelledEvent
- UnitCompletedBattle
- MissionFailed
- NewCharacterEnteredRecruitmentPool
- SlotSelected
- ForcePlagueStateChanged
- MissionIssued
- CharacterSelected
- CharacterEntersAttritionalArea
- MissionGenerationFailed
- FactionEvent
- CharacterCompletedBattle
- ForeignSlotBuildingCompleteEvent
- MultiTurnMove
- "AreaEntered"
- RegionFactionChangeEvent
- PooledResourceEffectChangedEvent
- SlotRoundStart
- FactionBeginTurnPhaseNormal
- MilitaryForceBuildingCompleteEvent
- CharacterCharacterTargetAction
- CharacterBlockadedPort
- MilitaryForceCreated
- CharacterBecomesFactionLeader
- CharacterRazedSettlement
- CharacterComesOfAge
- RegionIssuesDemands
- RegionSlotEvent
- CharacterRankUp
- FactionLeaderDeclaresWar
- FactionEncountersOtherFaction
- BuildingConstructionIssuedByPlayer
- RegionEvent
- ForeignSlotBuildingDamagedEvent
- MissionSucceeded
- RecruitmentItemIssuedByPlayer
- CampaignCoastalAssaultOnGarrison
- CharacterFamilyRelationDied
- CharacterPerformsSettlementOccupationDecisionBeforeOutcomeApplication
- SettlementSelected
- CampaignEffectsBundleAwarded
- CharacterSkillPointDeallocated
- CharacterKilledOtherCharacter
- EventFeedEventRecordedEvent
- UnitTurnEnd
- FactionSubjugatesOtherFaction
- NewCharacterRecruited
- NegativeDiplomaticEvent
- CharacterParticipatedAsSecondaryGeneralInBattle
- FactionAboutToEndTurn
- UnitTransferred
- UnitUpgraded
- BattleConflictFinished
- RitualStartedEvent
- MissionNearingExpiry
- TriggerPostBattleAncillaries
- DiplomaticOfferRejected
- CharacterBesiegesSettlement
- FactionDestroysOtherFaction
- CharacterEntersGarrison
- SeaTradeRouteRaided
- RoundStart
- CampaignArmiesMerge
- TradeRouteEstablished
- FactionTurnStart
- SlotOpens
- FactionPooledResourceGift
- CharacterEntersMilitaryForce
- FirstTickAfterWorldCreated
- FactionJoinsConfederation
- TradeNodeConnected
- CharacterMilitaryForceTraditionPointAvailable
- CharacterMarriage
- CharacterFinishedMovingEvent
- NominalDifficultyLevelChangedEvent
- CampaignBuildingDamaged
- FactionGodAttitudeTierChange
- CharacterBrokePortBlockade
- UnitDisbanded
- UniqueAgentDespawned
- RitualEvent
- ClimatePhaseChange
- PooledResourceShortageEndedEvent
- GarrisonOccupiedEvent
- UnitSelectedCampaign
- UnitEvent
- CharacterHordeBuildingDemolished
- UnitConverted
- RitualCompletedEvent
- CharacterCreated
- UnitMergedAndDestroyed
- RegionRebels
- CharacterInfoPanelOpened
- RegionTurnStart
- CharacterTraitsChanged
- CharacterMilitaryForceTargetEvent
- RegionRiots
- FactionBarterAgreementTransaction
Interfaces
- EFFECT_SCRIPT_INTERFACE
- EFFECT_LIST_SCRIPT_INTERFACE
- EFFECT_BUNDLE_SCRIPT_INTERFACE
- EFFECT_BUNDLE_LIST_SCRIPT_INTERFACE
- CUSTOM_EFFECT_BUNDLE_SCRIPT_INTERFACE
- NULL_SCRIPT_INTERFACE
- WORLD_SCRIPT_INTERFACE
- MODEL_SCRIPT_INTERFACE
- FACTION_SCRIPT_INTERFACE
- FACTION_LIST_SCRIPT_INTERFACE
- CHARACTER_SCRIPT_INTERFACE
- CHARACTER_LIST_SCRIPT_INTERFACE
- CHARACTER_DETAILS_SCRIPT_INTERFACE
- CHARACTER_DETAILS_LIST_SCRIPT_INTERFACE
- FAMILY_MEMBER_SCRIPT_INTERFACE
- FAMILY_MEMBER_LIST_SCRIPT_INTERFACE
- PROVINCE_MANAGER_SCRIPT_INTERFACE
- REGION_MANAGER_SCRIPT_INTERFACE
- PROVINCE_SCRIPT_INTERFACE
- REGION_SCRIPT_INTERFACE
- REGION_LIST_SCRIPT_INTERFACE
- PROVINCE_LIST_SCRIPT_INTERFACE
- SEA_REGION_MANAGER_SCRIPT_INTERFACE
- SEA_REGION_SCRIPT_INTERFACE
- SEA_REGION_LIST_SCRIPT_INTERFACE
- REGION_DATA_SCRIPT_INTERFACE
- REGION_DATA_LIST_SCRIPT_INTERFACE
- GARRISON_RESIDENCE_SCRIPT_INTERFACE
- SETTLEMENT_SCRIPT_INTERFACE
- SLOT_SCRIPT_INTERFACE
- SLOT_LIST_SCRIPT_INTERFACE
- MILITARY_FORCE_SLOT_SCRIPT_INTERFACE
- MILITARY_FORCE_SLOT_LIST_SCRIPT_INTERFACE
- BUILDING_SCRIPT_INTERFACE
- BUILDING_LIST_SCRIPT_INTERFACE
- MILITARY_FORCE_BUILDING_SCRIPT_INTERFACE
- MILITARY_FORCE_BUILDING_LIST_SCRIPT_INTERFACE
- MILITARY_FORCE_SCRIPT_INTERFACE
- MILITARY_FORCE_LIST_SCRIPT_INTERFACE
- UNIT_SCRIPT_INTERFACE
- UNIT_LIST_SCRIPT_INTERFACE
- PENDING_BATTLE_SCRIPT_INTERFACE
- BATTLE_RESULTS_SCRIPT_INTERFACE
- CAMPAIGN_MISSION_SCRIPT_INTERFACE
- UNIQUE_AGENT_DETAILS_SCRIPT_INTERFACE
- UNIQUE_AGENT_DETAILS_LIST_SCRIPT_INTERFACE
- CAMPAIGN_AI_SCRIPT_INTERFACE
- ACTIVE_RITUAL_SCRIPT_INTERFACE
- ACTIVE_RITUAL_LIST_SCRIPT_INTERFACE
- FACTION_RITUALS_SCRIPT_INTERFACE
- POOLED_RESOURCE_FACTOR_SCRIPT_INTERFACE
- POOLED_RESOURCE_FACTOR_LIST_SCRIPT_INTERFACE
- POOLED_RESOURCE_SCRIPT_INTERFACE
- POOLED_RESOURCE_LIST_SCRIPT_INTERFACE
- RESOURCE_TRANSACTION_SCRIPT_INTERFACE
- FOREIGN_SLOT_SCRIPT_INTERFACE
- FOREIGN_SLOT_LIST_SCRIPT_INTERFACE
- FOREIGN_SLOT_MANAGER_SCRIPT_INTERFACE
- FOREIGN_SLOT_MANAGER_LIST_SCRIPT_INTERFACE
- GOD_MANAGER_SCRIPT_INTERFACE
- GOD_SCRIPT_INTERFACE
- GOD_LIST_SCRIPT_INTERFACE
Event Functions
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event (one of the faction leaders, as the event is fired once for each of them)
- Function Name: proposer
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the proposer in the event
- Function Name: recipient
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the recipient in the event
- Function Name: is_alliance
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Is the event an alliance?
- Function Name: is_military_alliance
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Is the event a military alliance?
- Function Name: is_defensive_alliance
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Is the event a defensive alliance?
- Function Name: is_peace_treaty
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Is the event a peace treaty?
- Function Name: is_single_barter
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Is the event a single barter?
- Function Name: is_barter_agreement
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Is the event a barter agreement?
- Function Name: is_military_access
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Is the event military access?
- Function Name: is_trade_agreement
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Is the event a trade agreement?
- Function Name: is_non_aggression_pact
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Is the event a non-aggression pact?
- Function Name: break_alliance_with_offered
- Interface: FACTION_SCRIPT_INTERFACE
- Description: The break alliance with offered in the event?
- Function Name: break_alliance_with_demanded
- Interface: FACTION_SCRIPT_INTERFACE
- Description: The break alliance with demanded in the event?
- Function Name: is_vassalage
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Is the event a vassalage?
- Function Name: proposer_is_vassal
- Interface: FACTION_SCRIPT_INTERFACE
- Description: When the event is a vassalage, is the proposer the vassal, or is the recipient?
- Function Name: is_gift
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Is the diplomatic event a gift?
- Function Name: is_single_barter_one_sided_offer
- Interface: bool
- Description: Is the single barter a one sided offer from the proposer faction to the recipient faction
- Function Name: is_single_barter_one_sided_demand
- Interface: bool
- Description: Is the single barter a one sided demand from the proposer faction to the recipient faction
- Function Name: single_barter_sold_resources
- Interface: NONE
- Description: The resources that were sold as a single barter
- Function Name: single_barter_bought_resources
- Interface: NONE
- Description: The resources that were bought as a single barter
- Function Name: barter_agreement_sold_resources
- Interface: NONE
- Description: The resources that will be sold each turn as part of a barter agreement
- Function Name: barter_agreement_bought_resources
- Interface: NONE
- Description: The resources that will be bought each turn as part of a barter agreement
- Function Name: barter_agreement_duration
- Interface: NONE
- Description: The duration of a barter agreement
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the target garrison in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the force general in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction that owns the resource
- Function Name: resource
- Interface: POOLED_RESOURCE_SCRIPT_INTERFACE
- Description: Access the resource interface
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: unit
- Interface: UNIT_SCRIPT_INTERFACE
- Description: Access the unit in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: campaign_model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
- Function Name: dilemma
- Interface: NONE
- Description: Access the key of the dilemma in the event
-
- Function Name: building
- Interface: BUILDING_SCRIPT_INTERFACE
- Description: Access the building in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: mission_result_critial_success
- Interface: NONE
- Description: Was the mission a critical success?
- Function Name: mission_result_success
- Interface: NONE
- Description: Was the mission a success?
- Function Name: mission_result_opportune_failure
- Interface: NONE
- Description: Was the mission an opportune failure?
- Function Name: mission_result_failure
- Interface: NONE
- Description: Was the mission a failure?
- Function Name: mission_result_critial_failure
- Interface: NONE
- Description: Was the mission a critical failure?
- Function Name: ability
- Interface: NONE
- Description: String key for the ability used (from abilities table)
- Function Name: attribute
- Interface: NONE
- Description: String key for the attribute used (from attributes table)
- Function Name: agent_action_key
- Interface: NONE
- Description: String key for the agent action
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the target garrison in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region that was besieged
-
- Function Name: encountering_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access encountering faction
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the garrison residence in the event
-
- Function Name: technology
- Interface: NONE
- Description: Access the technology key in the event
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: liberating_character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character involved in the liberation
-
- Function Name: is_infected
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region's infection state
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: faction_cqi
- Interface: NONE
- Description: Access the faction that owns the resource
- Function Name: trigger
- Interface: NONE
- Description: Access the faction that owns the resource
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region in the event
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the garrison residence in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction that owns the resource
- Function Name: resource
- Interface: POOLED_RESOURCE_SCRIPT_INTERFACE
- Description: Access the resource interface
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the target garrison in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: building
- Interface: BUILDING_SCRIPT_INTERFACE
- Description: Access the building in the event
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the garrison residence in the event
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the garrison residence in the event
-
- Function Name: target_character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the target character in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: skill_point_spent_on
- Interface: NONE
- Description: Access the skill allocated
-
- Function Name: type
- Interface: NONE
- Description: Type of agent action
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the target garrison in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
- Function Name: pending_battle
- Interface: PENDING_BATTLE_SCRIPT_INTERFACE
- Description: Access the pending battle in the event
-
- Function Name: god
- Interface: GOD_SCRIPT_INTERFACE
- Description: Access the god for which the Hecatomb was triggered
- Function Name: tier
- Interface: int32
- Description: Access the hecatomb tier
- Function Name: effect_bundle_key
- Interface: String
- Description: Access the hecatomb effect bundle key
- Function Name: effect_bundle_duration
- Interface: int32
- Description: Access the hecatomb effect bundle duration
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: is_automatically_selected
- Interface: NONE
- Description: Check whether the option was selected automatically (happens when occupation option choice has been shown)
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: province
- Interface: NONE
- Description: Access the province the edict was issued to
- Function Name: initiative_key
- Interface: NONE
- Description: Access the initiative that was issued
-
- Function Name: family_member
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Access character's family member
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: is_cinematic_editor
- Interface: NONE
- Description: Check whether the game is in cinematic editor mode
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region that was besieged
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the target garrison in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: foreign
- Interface: bool
- Description: Access foreign flag: recruited from foreign fraction pool
- Function Name: globally_recruited
- Interface: bool
- Description: Check if the unit was recruited from the global recruitment pool
- Function Name: unit
- Interface: UNIT_SCRIPT_INTERFACE
- Description: Access the unit in the event
-
- Function Name: ancillary
- Interface: NONE
- Description: Access the key of the ancillary gained
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: target_character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the target character in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the target garrison in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the target garrison in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: ancillary
- Interface: NONE
- Description: Access the key of the ancillary lost
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: is_automatically_selected
- Interface: NONE
- Description: Check whether the option was selected automatically (happens when occupation option choice has been shown)
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: amount
- Interface: NONE
- Description: Resource amount in the transaction
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction that owns the resource
- Function Name: resource
- Interface: POOLED_RESOURCE_SCRIPT_INTERFACE
- Description: Access the resource interface
-
- Function Name: choice
- Interface: NONE
- Description: Access the choice made for the dilemma in the event
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: campaign_model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
- Function Name: dilemma
- Interface: NONE
- Description: Access the key of the dilemma in the event
-
- Function Name: pending_battle
- Interface: PENDING_BATTLE_SCRIPT_INTERFACE
- Description: Get the pending battle script interface
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: other_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the other side of the barter agreement
- Function Name: is_gift
- Interface: bool
- Description: Is the barter agreement a gift
- Function Name: is_one_sided_offer
- Interface: bool
- Description: Is the barter agreement a one sided offer from this faction to the other faction
- Function Name: is_one_sided_demand
- Interface: bool
- Description: Is the barter agreement a one sided demand from this faction to the other faction
- Function Name: sold_resources
- Interface: NONE
- Description: The resources that were sold
- Function Name: bought_resources
- Interface: NONE
- Description: The resources that were bought
- Function Name: sold_resources_value
- Interface: float32
- Description: The value of the sold resources for the faction
- Function Name: bought_resources_value
- Interface: float32
- Description: The value of the bought resources for the faction
-
- Function Name: occupation_decision
- Interface: NONE
- Description: Access the key for the culture_settlement_occupation_option record in the event
- Function Name: occupation_decision_group
- Interface: NONE
- Description: Access the group for the culture_settlement_occupation_option record in the event
- Function Name: occupation_decision_option
- Interface: NONE
- Description: Access the option for the culture_settlement_occupation_option record in the event
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the target garrison in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: region_slot
- Interface: SLOT_SCRIPT_INTERFACE
- Description: Access the region slot in the event
-
- Function Name: area_key
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: ID of the area triggered
-
- Function Name: model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
-
- Function Name: opponent
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access opposing faction
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: is_automatically_selected
- Interface: NONE
- Description: Check whether the option was selected automatically (happens when occupation option choice has been shown)
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: mission
- Interface: CAMPAIGN_MISSION_SCRIPT_INTERFACE
- Description: Access the mission in the event
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: campaign_model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
-
- Function Name: target_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the target faction in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: campaign_model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
- Function Name: dilemma
- Interface: NONE
- Description: Access the key of the incident in the event
-
- Function Name: military_force
- Interface: MILITARY_FORCE_SCRIPT_INTERFACE
- Description: Access the military force that gained/lost the developement point
- Function Name: point_change
- Interface: NONE
- Description: Access the points gained/lost
-
- Function Name: military_force
- Interface: MILITARY_FORCE_SCRIPT_INTERFACE
- Description: Access the military force the tradition was assigned to
- Function Name: tradition_point_spent_on
- Interface: NONE
- Description: Access the tradition allocated
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: campaign_model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
- Function Name: dilemma
- Interface: NONE
- Description: Access the key of the incident in the event
-
- Function Name: previous_loyalty
- Interface: NONE
- Description: Access previous loyalty
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: mission
- Interface: CAMPAIGN_MISSION_SCRIPT_INTERFACE
- Description: Access the mission in the event
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: campaign_model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: campaign_model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the acting character in the event OVERRIDE
-
- Function Name: resources
- Interface: NONE
- Description: Access time to build
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: military_force
- Interface: MILITARY_FORCE_SCRIPT_INTERFACE
- Description: Access the target military force in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: abandoning_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction that abandoned the region
- Function Name: building
- Interface: BUILDING_SCRIPT_INTERFACE
- Description: Access the building left in the region
-
- Function Name: unique_agent_details
- Interface: UNIQUE_AGENT_DETAILS_SCRIPT_INTERFACE
- Description: Access the unique agent details for this event
-
- Function Name: god
- Interface: GOD_SCRIPT_INTERFACE
- Description: Access the god for which the Prayer was triggered
- Function Name: tier
- Interface: int32
- Description: Access the Prayer tier
- Function Name: effect_bundle_key
- Interface: String
- Description: Access the Prayer effect bundle key
- Function Name: effect_bundle_duration
- Interface: int32
- Description: Access the Prayer effect bundle duration
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: resources
- Interface: NONE
- Description: The resources that were raided
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
- Function Name: pending_battle
- Interface: PENDING_BATTLE_SCRIPT_INTERFACE
- Description: Access the pending battle in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: campaign_model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
- Function Name: dilemma
- Interface: NONE
- Description: Access the key of the dilemma in the event
-
- Function Name: stance_adopted
- Interface: NONE
- Description: Access the stance adopted
- Function Name: military_force
- Interface: MILITARY_FORCE_SCRIPT_INTERFACE
- Description: Access the military force
-
- Function Name: province
- Interface: GOVERNOR_ASSIGNED_CHARACTER_EVENT
- Description: Access the province in which the governor was assigned
- Function Name: region
- Interface: GOVERNOR_ASSIGNED_CHARACTER_EVENT
- Description: Access the region in which the governor was assigned
-
- Function Name: unique_agent_details
- Interface: UNIQUE_AGENT_DETAILS_SCRIPT_INTERFACE
- Description: Access the unique agent details for this event
-
- Function Name: old_post
- Interface: NONE
- Description: Access the old post this character occupied
- Function Name: new_post
- Interface: NONE
- Description: Access the new post this character is now occupying
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: building
- Interface: BUILDING_SCRIPT_INTERFACE
- Description: Access the building in the event
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the garrison residence in the event
-
- Function Name: cqi
- Interface: card32
- Description: Access the cqi of the military force destroyed
-
- Function Name: world
- Interface: WORLD_SCRIPT_INTERFACE
- Description: Access the world in the event
-
- Function Name: liberating_character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character involved in the liberation
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: performing_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction performing the ritual
- Function Name: ritual_target_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction targeted by the ritual
- Function Name: ritual
- Interface: ACTIVE_RITUAL_SCRIPT_INTERFACE
- Description: Access the faction performing the ritual
-
- Function Name: unit
- Interface: UNIT_SCRIPT_INTERFACE
- Description: Access the unit in the event
-
- Function Name: mission
- Interface: CAMPAIGN_MISSION_SCRIPT_INTERFACE
- Description: Access the mission in the event
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: campaign_model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
-
- Function Name: character_details
- Interface: CHARACTER_DETAILS_SCRIPT_INTERFACE
- Description: Access the character details in the event
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the garrison residence in the event
-
- Function Name: military_force
- Interface: MILITARY_FORCE_SCRIPT_INTERFACE
- Description: Access the military force infected with a plague
- Function Name: is_infected
- Interface: NONE
- Description: Access the military force's infection state
-
- Function Name: mission
- Interface: CAMPAIGN_MISSION_SCRIPT_INTERFACE
- Description: Access the mission in the event
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: campaign_model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: mission
- Interface: NONE
- Description: Access the ID of the mission
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: pending_battle
- Interface: PENDING_BATTLE_SCRIPT_INTERFACE
- Description: Get the pending battle script interface
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Faction that constructed the slot
- Function Name: building
- Interface: NONE
- Description: Key of the building constructed
- Function Name: slot_owner
- Interface: NONE
- Description: Foreign slot owner
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: area_key
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Key of the area triggered
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region in the event
- Function Name: previous_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction that was previous owner of the region
- Function Name: reason
- Interface: NONE
- Description: Access the reason of changing the owner
-
- Function Name: old_effect
- Interface: NONE
- Description: Key of the previous effect bundle, empty if none
- Function Name: new_effect
- Interface: NONE
- Description: Key of the new effect bundle, empty if none
- Function Name: type
- Interface: NONE
- Description: Type of the effect changed. Can be used to index active effects
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction that owns the resource
- Function Name: resource
- Interface: POOLED_RESOURCE_SCRIPT_INTERFACE
- Description: Access the resource interface
-
- Function Name: region_slot
- Interface: SLOT_SCRIPT_INTERFACE
- Description: Access the region slot in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: building
- Interface: MILITARY_FORCE_BUILDING_SCRIPT_INTERFACE
- Description: Interface to the building constructed
-
- Function Name: mission_result_critial_success
- Interface: NONE
- Description: Was the mission a critical success?
- Function Name: mission_result_success
- Interface: NONE
- Description: Was the mission a success?
- Function Name: mission_result_opportune_failure
- Interface: NONE
- Description: Was the mission an opportune failure?
- Function Name: mission_result_failure
- Interface: NONE
- Description: Was the mission a failure?
- Function Name: mission_result_critial_failure
- Interface: NONE
- Description: Was the mission a critical failure?
- Function Name: ability
- Interface: NONE
- Description: String key for the ability used (from abilities table)
- Function Name: attribute
- Interface: NONE
- Description: String key for the attribute used (from attributes table)
- Function Name: agent_action_key
- Interface: NONE
- Description: String key for the agent action
- Function Name: target_character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the target character in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the target garrison in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: military_force_created
- Interface: MILITARY_FORCE_SCRIPT_INTERFACE
- Description: Access the military force created
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the target garrison in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region in the event
-
- Function Name: region_slot
- Interface: SLOT_SCRIPT_INTERFACE
- Description: Access the region slot in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: other_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the other faction in the event
-
- Function Name: building
- Interface: NONE
- Description: Access the building in the event
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the garrison residence in the event
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region in the event
-
- Function Name: building
- Interface: NONE
- Description: Key of the building damaged
-
- Function Name: mission
- Interface: CAMPAIGN_MISSION_SCRIPT_INTERFACE
- Description: Access the mission in the event
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: campaign_model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
-
- Function Name: main_unit_record
- Interface: NONE
- Description: Access unit record
- Function Name: time_to_build
- Interface: NONE
- Description: Access time to build
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the target garrison in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: relationship
- Interface: NONE
- Description: Access the relationship to the dead character
-
- Function Name: occupation_decision
- Interface: NONE
- Description: Access the key for the culture_settlement_occupation_option record in the event
- Function Name: occupation_decision_group
- Interface: NONE
- Description: Access the group for the culture_settlement_occupation_option record in the event
- Function Name: occupation_decision_option
- Interface: NONE
- Description: Access the option for the culture_settlement_occupation_option record in the event
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the garrison residence in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: skill_point_spent_on
- Interface: NONE
- Description: Access the skill
-
- Function Name: other_character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the other character in the event
-
- Function Name: event_key
- Interface: NONE
- Description: The database record key of the event that was recorded
-
- Function Name: unit
- Interface: UNIT_SCRIPT_INTERFACE
- Description: Access the unit in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: other_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the other faction in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character recruited
-
- Function Name: proposer
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the proposer in the event
- Function Name: recipient
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the recipient in the event
- Function Name: was_alliance
- Interface: bool
- Description: Was the event a broken alliance?
- Function Name: was_military_alliance
- Interface: bool
- Description: Was the event a broken military alliance?
- Function Name: was_defensive_alliance
- Interface: bool
- Description: Was the event a broken defensive alliance?
- Function Name: is_war
- Interface: bool
- Description: Was the event a declaration of war?
- Function Name: was_military_access
- Interface: bool
- Description: Was the event ending military access?
- Function Name: was_trade_agreement
- Interface: bool
- Description: Was the event ending a trade agreement?
- Function Name: was_barter_agreement
- Interface: bool
- Description: Was the event ending a barter agreement?
- Function Name: was_non_aggression_pact
- Interface: bool
- Description: Was the event breaking a non-aggression pact?
- Function Name: was_vassalage
- Interface: bool
- Description: Was the event breaking a vassalage?
- Function Name: proposer_was_vassal
- Interface: bool
- Description: When the event was breaking a vassalage, was the proposer the vassal, or was the recipient?
- Function Name: result_of_confederation
- Interface: bool
- Description: Was the negative event the result of the faction being confederated?
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: old_military_force
- Interface: MILITARY_FORCE_SCRIPT_INTERFACE
- Description: Access the old military force that the unit was transferred from
- Function Name: new_military_force
- Interface: MILITARY_FORCE_SCRIPT_INTERFACE
- Description: Access the new military force that the unit was transferred into
-
- Function Name: unit
- Interface: UNIT_SCRIPT_INTERFACE
- Description: Access the unit in the event
-
- Function Name: model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
- Function Name: pending_battle
- Interface: PENDING_BATTLE_SCRIPT_INTERFACE
- Description: Access the pending battle in the event
-
- Function Name: performing_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction performing the ritual
- Function Name: ritual_target_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction targeted by the ritual
- Function Name: ritual
- Interface: ACTIVE_RITUAL_SCRIPT_INTERFACE
- Description: Access the faction performing the ritual
-
- Function Name: mission
- Interface: CAMPAIGN_MISSION_SCRIPT_INTERFACE
- Description: Access the mission in the event
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: campaign_model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
-
- Function Name: pending_battle
- Interface: PENDING_BATTLE_SCRIPT_INTERFACE
- Description: Access the pending battle
- Function Name: has_stolen_ancillary
- Interface: NONE
- Description: Access a bool stating if the characters faction has already stolen an ancillary
-
- Function Name: proposer
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the proposer in the event
- Function Name: recipient
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the recipient in the event
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region besieged
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: other_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the other faction in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character, destroyed the other faction (optional)
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the target garrison in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
-
- Function Name: target_character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the target character in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: region_slot
- Interface: SLOT_SCRIPT_INTERFACE
- Description: Access the region slot in the event
-
- Function Name: other_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the other faction in the event
- Function Name: resources
- Interface: NONE
- Description: Access gift resources
-
- Function Name: military_force
- Interface: MILITARY_FORCE_SCRIPT_INTERFACE
- Description: Access the target military force in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: world
- Interface: WORLD_SCRIPT_INTERFACE
- Description: Access the world in the event
-
- Function Name: confederation
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the confederations owning faction
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: military_force
- Interface: MILITARY_FORCE_SCRIPT_INTERFACE
- Description: Access the military force the tradition is available to
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: was_flee
- Interface: NONE
- Description: Was the movement a result of fleeing?
-
- Function Name: model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the garrison residence in the event
-
- Function Name: god
- Interface: GOD_SCRIPT_INTERFACE
- Description: Access the god for which the attitude tier changed
- Function Name: new_tier
- Interface: NONE
- Description: the new tier of god attitude (int32)
- Function Name: old_tier
- Interface: NONE
- Description: the old tier of god attitude (int32)
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: unit
- Interface: UNIT_SCRIPT_INTERFACE
- Description: Access the unit in the event
-
- Function Name: unique_agent_details
- Interface: UNIQUE_AGENT_DETAILS_SCRIPT_INTERFACE
- Description: Access the unique agent details for this event
-
- Function Name: performing_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction performing the ritual
- Function Name: ritual_target_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction targeted by the ritual
- Function Name: ritual
- Interface: ACTIVE_RITUAL_SCRIPT_INTERFACE
- Description: Access the faction performing the ritual
-
- Function Name: world
- Interface: WORLD_SCRIPT_INTERFACE
- Description: Access the world in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction that owns the resource
- Function Name: resource
- Interface: POOLED_RESOURCE_SCRIPT_INTERFACE
- Description: Access the resource interface
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the target garrison in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: unit
- Interface: UNIT_SCRIPT_INTERFACE
- Description: Access the unit in the event
-
- Function Name: unit
- Interface: UNIT_SCRIPT_INTERFACE
- Description: Access the unit in the event
-
- Function Name: building
- Interface: NONE
- Description: Key of the building in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: converted_unit
- Interface: UNIT_SCRIPT_INTERFACE
- Description: Access the new unit the the old one was converted into
- Function Name: unit
- Interface: UNIT_SCRIPT_INTERFACE
- Description: Access the unit in the event
-
- Function Name: succeeded
- Interface: NONE
- Description: Wether the ritual completed successfully or not
- Function Name: performing_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction performing the ritual
- Function Name: ritual_target_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction targeted by the ritual
- Function Name: ritual
- Interface: ACTIVE_RITUAL_SCRIPT_INTERFACE
- Description: Access the faction performing the ritual
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: new_unit
- Interface: UNIT_SCRIPT_INTERFACE
- Description: Access the new unit that the old one was merged into
- Function Name: unit
- Interface: UNIT_SCRIPT_INTERFACE
- Description: Access the unit in the event
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region in the event
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: military_force
- Interface: MILITARY_FORCE_SCRIPT_INTERFACE
- Description: Access the target military force in the event
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region in the event
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
Interface Functions
- Description: An effect that provides bonus values via a scope
- is_null_interface
- key
- scope
- value
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: key
- Description: Returns the record key for this effect
- Parameters: key()
- Return: String
- Function: scope
- Description: Record key for the scope of this effect
- Parameters: scope()
- Return: String
- Function: value
- Description: The value provided to bonus values from this effect
- Parameters: value()
- Return: float
- Description: A list of effects
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: EFFECT_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: An effect bundle, which provides multiple effects to a target game object
- is_null_interface
- key
- effects
- duration
- clone_and_create_custom_effect_bundle
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: key
- Description: Record key for this effect bundle
- Parameters: key()
- Return: String
- Function: effects
- Description: The effects provided by this effect bundle
- Parameters: effects()
- Return: EFFECT_LIST_SCRIPT_INTERFACE
- Function: duration
- Description: Record key for this effect bundle
- Parameters: key()
- Return: String
- Function: clone_and_create_custom_effect_bundle
- Description: Copies the effect bundle into a new custom effect bundle interface. A new state is created when called and destroyed when the interface is dropped in lua
- Parameters: clone_and_create_custom_effect_bundle(MODEL_SCRIPT_INTERFACE model)
- Return: CUSTOM_EFFECT_BUNDLE_SCRIPT_INTERFACE
- Description: A list of effects
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: EFFECT_BUNDLE_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: A customisable effect bundle, based off of an existing effect bundle defined in the database
- is_null_interface
- key
- effects
- duration
- set_duration
- add_effect
- set_effect_value
- remove_effect
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: key
- Description: Key of the effect bundle record
- Parameters: key()
- Return: String
- Function: effects
- Description: Effects currently provided by this effect bundle
- Parameters: effects()
- Return: EFFECT_LIST_SCRIPT_INTERFACE
- Function: duration
- Description: Number of rounds this effect bundle will persist for. Zero means infinite duration
- Parameters: duration()
- Return: card32
- Function: set_duration
- Description: Set the number of rounds this effect bundle will persist for
- Parameters: set_duration(card32 num_rounds)
- Return: void
- Function: add_effect
- Description: Add a new effect to the effect bundle
- Parameters: add_effect(String effect_key, String scope_key, float32 value)
- Return: bool
- Function: set_effect_value
- Description: Change the value of the specified effect
- Parameters: set_effect_value(EFFECT_SCRIPT_INTERFACE effect, float32 new_value)
- Return: bool
- Function: remove_effect
- Description: Remove the specified effect
- Parameters: remove_effect(EFFECT_SCRIPT_INTERFACE effect)
- Return: bool
- Description: An empty interface, returned if a requested interface doesn't exist. If function calls are made with this interface, the LUA script will fail
- is_null_interface
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Description: Contains entities that exist in the game world. Examples include the region manager and faction list
- is_null_interface
- faction_list
- region_manager
- province_manager
- sea_region_manager
- model
- faction_by_key
- faction_exists
- ancillary_exists
- climate_phase_index
- god_manager
- whose_turn_is_it
- region_data
- land_region_data
- sea_region_data
- region_data_at_position
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: faction_list
- Description: Returns a list interface of all factions
- Parameters: faction_list()
- Return: FACTION_LIST_SCRIPT_INTERFACE
- Function: region_manager
- Description: Returns the region manager, which has access to all regions
- Parameters: region_manager()
- Return: REGION_MANAGER_SCRIPT_INTERFACE
- Function: province_manager
- Description: Returns the province manager, which has access to all provinces
- Parameters: province_manager()
- Return: PROVINCE_MANAGER_SCRIPT_INTERFACE
- Function: sea_region_manager
- Description: Returns the sea region manager, which has access to all sea regions
- Parameters: sea_region_manager()
- Return: SEA_REGION_MANAGER_SCRIPT_INTERFACE
- Function: model
- Description: Returns the campaign model
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: faction_by_key
- Description: Returns a faction script interface, by key
- Parameters: faction_by_key("rom_rome")
- Return: FACTION_SCRIPT_INTERFACE
- Function: faction_exists
- Description: Returns if a faction exists in the game, by key
- Parameters: faction_exists("rom_rome")
- Return: bool
- Function: ancillary_exists
- Description: Returns if a ancillary exists anywhere in the world
- Parameters: ancillary_exists("ancillary_name")
- Return: bool
- Function: climate_phase_index
- Description: Returns the current climate phase index
- Parameters: climate_phase_index()
- Return: int
- Function: god_manager
- Description: Returns the campaign model
- Parameters: god_manager()
- Return: GOD_MANAGER_SCRIPT_INTERFACE
- Function: whose_turn_is_it
- Description: Returns a faction script interface for the faction whose turn it currently is
- Parameters: whose_turn_is_it()
- Return: FACTION_SCRIPT_INTERFACE
- Function: region_data
- Description: Returns a complete list of region data for the current campaign map
- Parameters: region_data()
- Return: REGION_DATA_LIST_SCRIPT_INTERFACE
- Function: land_region_data
- Description: Returns a list of region data for the current campaign map of the land type
- Parameters: land_region_data()
- Return: REGION_DATA_LIST_SCRIPT_INTERFACE
- Function: sea_region_data
- Description: Returns a list of region data for the current campaign map of the sea type
- Parameters: sea_region_data()
- Return: REGION_DATA_LIST_SCRIPT_INTERFACE
- Function: region_data_at_position
- Description: Returns the region data at the specified logical hex position. Null if the position is off map
- Parameters: region_data_at_position(card16 x, card16 y)
- Return: REGION_DATA_SCRIPT_INTERFACE
- Description: Model is the central access point of the campaign. Everything should be reachable from this interface
- is_null_interface
- world
- pending_battle
- date_in_range
- date_and_week_in_range
- turn_number
- unit_scale_ratio
- campaign_name
- random_percent
- random_int
- is_multiplayer
- is_player_turn
- character_can_reach_character
- character_can_reach_settlement
- difficulty_level
- combined_difficulty_level
- faction_is_local
- player_steam_id_is_even
- campaign_ai
- campaign_type
- get_campaign_variable_by_name
- character_for_command_queue_index
- family_member_for_command_queue_index
- military_force_for_command_queue_index
- faction_for_command_queue_index
- unit_for_command_queue_index
- region_for_command_queue_index
- has_character_command_queue_index
- has_family_member_command_queue_index
- has_military_force_command_queue_index
- has_faction_command_queue_index
- has_region_command_queue_index
- has_unit_command_queue_index
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: world
- Description: Access campaign world interface
- Parameters: world()
- Return: WORLD_SCRIPT_INTERFACE
- Function: pending_battle
- Description: Access campaign pending battle interface
- Parameters: pending_battle()
- Return: PENDING_BATTLE_SCRIPT_INTERFACE
- Function: date_in_range
- Description: Test to see if the current calendar year is within the years specified. start <= current <= end
- Parameters: Start Year, End Year (Inclusive) e.g. date_in_range(1066, 2001)
- Return: bool
- Function: date_and_week_in_range
- Description: Test to see if the current calendar year and week in year is within the years and weeks specified. Week should be 0 <= week < 48. start <= current <= end
- Parameters: Start Week, Start Year, End Week, End Year (Inclusive) e.g. date_and_week_in_range(0, 1066, 47, 2001)
- Return: bool
- Function: turn_number
- Description: Returns the number of the turn currently being taken, starting at 1
- Parameters: turn_number()
- Return: int
- Function: unit_scale_ratio
- Description: Returns the unit scale ration in this campaign
- Parameters: unit_scale_ratio()
- Return: float32
- Function: campaign_name
- Description: Returns whether or not the current campaign name matches the supplied parameter
- Parameters: Name of the campaign to compare against, from the campaigns table, e.g. campaign_name('jap_shogun')
- Return: bool
- Function: random_percent
- Description: Returns true parameter-value-percent of the time
- Parameters: Number between 0 and 100 to test against e.g. random_percent(50)
- Return: bool
- Function: random_int
- Description: Returns a random integer number
- Parameters: Minimum and maximum numbers, e.g. random_int(1, 100)
- Return: int
- Function: is_multiplayer
- Description: Returns true when in multiplayer campaign
- Parameters: is_multiplayer()
- Return: bool
- Function: is_player_turn
- Description: Is this the players turn?
- Parameters: is_player_turn()
- Return: bool
- Function: character_can_reach_character
- Description: Can a character reach another character this turn?
- Parameters: Two characters e.g. character_can_reach_character(context:character(), context:target_character())
- Return: bool
- Function: character_can_reach_settlement
- Description: Can a character reach a settlement this turn?
- Parameters: character_can_reach_settlement(character, settlement)
- Return: bool
- Function: difficulty_level
- Description: What is the local faction's difficulty level?
- Parameters: difficulty_level()
- Return: int
- Function: combined_difficulty_level
- Description: What is the combined difficulty level of all player factions?
- Parameters: combined_difficulty_level()
- Return: int
- Function: faction_is_local
- Description: Is the provided faction the local faction?
- Parameters: faction_is_local("rom_rome")
- Return: bool
- Function: player_steam_id_is_even
- Description: Does the player have an even steam id
- Parameters: player_steam_id_is_even()
- Return: bool
- Function: campaign_ai
- Description: Access campaign AI script interface
- Parameters: campaign_ai()
- Return: CAMPAIGN_AI_SCRIPT_INTERFACE
- Function: campaign_type
- Description: Returns the type of the campaign
- Parameters: campaign_type()
- Return: card32
- Function: get_campaign_variable_by_name
- Description: Returns a campaign variable for name
- Parameters: A string that is the key of the variable
- Return: float32 that is the value of the variable
- Function: character_for_command_queue_index
- Description: Returns a CHARACTER_SCRIPT_INTERFACE for the cqi
- Parameters: An integer CQI > 0, character_for_command_queue_index(CQI)
- Return: CHARACTER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the cqi doesn't exist)
- Function: family_member_for_command_queue_index
- Description: Returns a FAMILY_MEMBER_SCRIPT_INTERFACE for the cqi
- Parameters: An integer CQI > 0, family_member_for_command_queue_index(CQI)
- Return: FAMILY_MEMBER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the cqi doesn't exist)
- Function: military_force_for_command_queue_index
- Description: Returns a MILITARY_FORCE_SCRIPT_INTERFACE for the cqi
- Parameters: An integer CQI > 0, military_force_for_command_queue_index(CQI)
- Return: MILITARY_FORCE_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the cqi doesn't exist)
- Function: faction_for_command_queue_index
- Description: Returns a FACTION_SCRIPT_INTERFACE for the cqi
- Parameters: An integer CQI > 0, faction_for_command_queue_index(CQI)
- Return: FACTION_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the cqi doesn't exist)
- Function: unit_for_command_queue_index
- Description: Returns a UNIT_SCRIPT_INTERFACE for the cqi
- Parameters: An integer CQI > 0, unit_for_command_queue_index(CQI)
- Return: UNIT_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the cqi doesn't exist)
- Function: region_for_command_queue_index
- Description: Returns a REGION_SCRIPT_INTERFACE for the cqi
- Parameters: An integer CQI > 0, region_for_command_queue_index(CQI)
- Return: REGION_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the cqi doesn't exist)
- Function: has_character_command_queue_index
- Description: Returns true if the cqi exists
- Parameters: An integer CQI > 0, has_character_command_queue_index(CQI)
- Return: bool
- Function: has_family_member_command_queue_index
- Description: Returns true if the cqi exists
- Parameters: An integer CQI > 0, has_family_member_command_queue_index(CQI)
- Return: bool
- Function: has_military_force_command_queue_index
- Description: Returns true if the cqi exists
- Parameters: An integer CQI > 0, has_military_force_command_queue_index(CQI)
- Return: bool
- Function: has_faction_command_queue_index
- Description: Returns true if the cqi exists
- Parameters: An integer CQI > 0, has_faction_command_queue_index(CQI)
- Return: bool
- Function: has_region_command_queue_index
- Description: Returns true if the cqi exists
- Parameters: An integer CQI > 0, has_region_command_queue_index(CQI)
- Return: bool
- Function: has_unit_command_queue_index
- Description: Returns true if the cqi exists
- Parameters: An integer CQI > 0, has_unit_command_queue_index(CQI)
- Return: bool
- Description: Faction interface
- is_null_interface
- command_queue_index
- num_regions
- region_list
- character_recruitment_pool_list
- character_list
- military_force_list
- model
- is_human
- name
- home_region
- faction_leader
- has_faction_leader
- has_home_region
- started_war_this_turn
- ended_war_this_turn
- ancillary_exists
- num_allies
- at_war
- allied_with
- has_trade_agreement_with
- has_trade_agreements_only_with
- building_exists
- military_allies_with
- defensive_allies_with
- is_vassal_of
- is_ally_vassal_or_client_state_of
- at_war_with
- trade_resource_exists
- trade_value
- trade_value_percent
- unused_international_trade_route
- trade_route_limit_reached
- sea_trade_route_raided
- trade_ship_not_in_trade_node
- treasury
- treasury_percent
- losing_money
- tax_level
- upkeep_expenditure_percent
- research_queue_idle
- active_research_remaining_turns
- has_technology
- state_religion
- num_generals
- culture
- subculture
- has_food_shortages
- imperium_level
- is_horde
- is_rebel
- is_major
- can_be_horde
- diplomatic_standing_with
- factions_non_aggression_pact_with
- factions_defensive_alliance_with
- factions_military_alliance_with
- factions_trading_with
- factions_at_war_with
- factions_master_of
- factions_met
- factions_of_same_culture
- factions_of_same_subculture
- confederation_in_progress
- get_foreign_visible_characters_for_player
- get_foreign_visible_regions_for_player
- is_quest_battle_faction
- holds_entire_province
- is_vassal
- is_dead
- total_food
- food_production
- food_consumption
- get_food_factor_value
- get_food_factor_base_value
- get_food_factor_multiplier
- unique_agents
- has_effect_bundle
- has_rituals
- rituals
- has_faction_slaves
- num_faction_slaves
- max_faction_slaves
- percentage_faction_slaves
- pooled_resources
- pooled_resource
- pooled_resource_display_name
- has_pooled_resource
- has_ritual_chain
- has_access_to_ritual_category
- attitude_tier_for_god
- get_climate_suitability
- foreign_slot_managers
- effect_bundles
- get_effect_bundle
- srtength
- flag_path
- average_religion_proportion
- attitude_category_with
- num_provinces
- exotic_goods
- barter_agreements
- attitude_with
- province_list
- tradeable_regions
- mission_is_active
- mission_has_succeeded
- mission_was_canceled
- mission_has_expired
- has_pool_entry_for_forename
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: command_queue_index
- Description: Command queue index of the Faction
- Parameters: command_queue_index()
- Return: int
- Function: num_regions
- Description: Number of regions this faction owns
- Parameters: num_regions()
- Return: int
- Function: region_list
- Description: A list of regions owned by the faction
- Parameters: region_list()
- Return: REGION_LIST_SCRIPT_INTERFACE
- Function: character_recruitment_pool_list
- Description: All characters of the specified type in this faction recruitment pool that had been recruited at least once
- Parameters: character_recruitment_pool_list(agent_type)
- Return: FAMILY_MEMBER_LIST_SCRIPT_INTERFACE
- Function: character_list
- Description: All characters in this faction
- Parameters: character_list()
- Return: CHARACTER_LIST_SCRIPT_INTERFACE
- Function: military_force_list
- Description: All military forces in this faction
- Parameters: military_force_list()
- Return: MILITARY_FORCE_LIST_SCRIPT_INTERFACE
- Function: model
- Description: Access to the campaign model interface
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: is_human
- Description: Is this a human faction?
- Parameters: is_human()
- Return: bool
- Function: name
- Description: The faction's name
- Parameters: name()
- Return: string
- Function: home_region
- Description: Faction's home region
- Parameters: home_region()
- Return: REGION_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the faction has no home region)
- Function: faction_leader
- Description: The character that leads the faction
- Parameters: faction_leader()
- Return: CHARACTER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the faction has no faction leader
- Function: has_faction_leader
- Description: Does the faction have a leader?
- Parameters: has_faction_leader()
- Return: bool
- Function: has_home_region
- Description: Does the faction have a home region?
- Parameters: has_home_region()
- Return: bool
- Function: started_war_this_turn
- Description: Did a war start between this faction and another faction this turn?
- Parameters: started_war_this_turn()
- Return: bool
- Function: ended_war_this_turn
- Description: Was peace declared between this faction and another faction this turn?
- Parameters: ended_war_this_turn()
- Return: bool
- Function: ancillary_exists
- Description: Returns whether the named ancillary exists in the faction somewhere
- Parameters: ancillary_exists("unkillable_cat")
- Return: bool
- Function: num_allies
- Description: Number of factions allied with this faction
- Parameters: num_allies()
- Return: int
- Function: at_war
- Description: Is this faction at war?
- Parameters: at_war()
- Return: bool
- Function: allied_with
- Description: Is this faction allied with another faction?
- Parameters: allied_with(context:character():faction())
- Return: bool
- Function: has_trade_agreement_with
- Description: Does this faction have a barter agrement with another faction?
- Parameters: has_trade_agreement_with(faction_key)
- Return: bool
- Function: has_trade_agreements_only_with
- Description: Does this faction have barter agreement only with the given faction?
- Parameters: has_other_trade_agreement_only_with(faction_key)
- Return: bool
- Function: building_exists
- Description: Does a building with a given key exist in the regions of the faction?
- Parameters: input a building key, e.g. building_exists("key")
- Return: bool
- Function: military_allies_with
- Description: Does this faction have a military alliance with another faction?
- Parameters: military_allies_with(context:character():faction())
- Return: bool
- Function: defensive_allies_with
- Description: Does this faction have a defensive alliance with another faction?
- Parameters: defensive_allies_with(context:character():faction())
- Return: bool
- Function: is_vassal_of
- Description: Is this faction a vassal of another faction?
- Parameters: is_vassal_of(context:character():faction())
- Return: bool
- Function: is_ally_vassal_or_client_state_of
- Description: Is this faction allied, vassal of or client state of another faction?
- Parameters: is_ally_vassal_or_client_state_of(context:character():faction())
- Return: bool
- Function: at_war_with
- Description: Is this faction at war with another faction?
- Parameters: at_war_with(context:character():faction())
- Return: bool
- Function: trade_resource_exists
- Description: Returns whether the faction has access to the trade resource
- Parameters: trade_resource_exists("res_gold")
- Return: bool
- Function: trade_value
- Description: Returns the absolute value of the factions global trade
- Parameters: trade_value()
- Return: int
- Function: trade_value_percent
- Description: Returns the percentage value of global trade owned by the faction
- Parameters: trade_value_percent()
- Return: int
- Function: unused_international_trade_route
- Description: Could the faction establish a new international trade route?
- Parameters: unused_international_trade_route()
- Return: bool
- Function: trade_route_limit_reached
- Description: Has the faction reached its limit of trade routes?
- Parameters: trade_route_limit_reached()
- Return: bool
- Function: sea_trade_route_raided
- Description: Was one of this factions sea trade routes has been raided in the last round? DEPRECATED - ALWAYS RETURNS FALSE
- Parameters: sea_trade_route_raided()
- Return: bool
- Function: trade_ship_not_in_trade_node
- Description: Does the faction have a trade ship that is not in a trade node
- Parameters: trade_ship_not_in_trade_node()
- Return: bool
- Function: treasury
- Description: Returns the factions treasury value
- Parameters: treasury()
- Return: int
- Function: treasury_percent
- Description: Returns the characters factions treasury value as a percentage of the sum of all factions treasury values
- Parameters: treasury_percent()
- Return: int
- Function: losing_money
- Description: Returns whether or not the factions regular expenditure exceeds their regular income
- Parameters: losing_money()
- Return: bool
- Function: tax_level
- Description: Returns the average tax level for the faction
- Parameters: tax_level()
- Return: int
- Function: upkeep_expenditure_percent
- Description: Returns the average tax level for the faction
- Parameters: upkeep_expenditure_percent()
- Return: int
- Function: research_queue_idle
- Description: Is faction not researching any tech even though they could be
- Parameters: research_queue_idle()
- Return: bool
- Function: active_research_remaining_turns
- Description: Return the number of turns needed to complete the active research for the faction (-1 if there is no active research)
- Parameters: active_research_remaining_turns()
- Return: int32
- Function: has_technology
- Description: Does the characters faction have the specified technology
- Parameters: has_technology("beer")
- Return: bool
- Function: state_religion
- Description: Returns the state religion of the faction
- Parameters: state_religion()
- Return: string
- Function: num_generals
- Description: How many generals does this faction have?
- Parameters: num_generals()
- Return: int
- Function: culture
- Description: Returns the culture for the faction
- Parameters: culture()
- Return: string
- Function: subculture
- Description: Returns the subculture for the faction
- Parameters: subculture()
- Return: string
- Function: has_food_shortages
- Description: returns true of the faction has food shortages
- Parameters: has_food_shortage()
- Return: bool
- Function: imperium_level
- Description: returns the current imperium level
- Parameters: imperium_level();
- Return: card32
- Function: is_horde
- Description: return weather the faction is currently a horde
- Parameters: is_horde()
- Return: bool
- Function: is_rebel
- Description: return weather the faction is a rebel faction
- Parameters: is_rebel()
- Return: bool
- Function: is_major
- Description: return weather the faction is a major faction
- Parameters: is_major()
- Return: bool
- Function: can_be_horde
- Description: return weather the faction can become a horde
- Parameters: can_be_horde()
- Return: bool
- Function: diplomatic_standing_with
- Description: return the factions diplomatic standing with the specified faction
- Parameters: diplomatic_standing_with()
- Return: int32
- Function: factions_non_aggression_pact_with
- Description: return the factions this faction has a non-aggression pact with
- Parameters: factions_non_aggression_pact_with()
- Return: FACTION_LIST_SCRIPT_INTERFACE
- Function: factions_defensive_alliance_with
- Description: return the factions this faction has a defensive alliance with
- Parameters: factions_defensive_alliance_with()
- Return: FACTION_LIST_SCRIPT_INTERFACE
- Function: factions_military_alliance_with
- Description: return the factions this faction has a military alliance with
- Parameters: factions_military_alliance_with()
- Return: FACTION_LIST_SCRIPT_INTERFACE
- Function: factions_trading_with
- Description: return the factions this faction is trading with
- Parameters: factions_trading_with()
- Return: FACTION_LIST_SCRIPT_INTERFACE
- Function: factions_at_war_with
- Description: return the factions this faction is at war with
- Parameters: factions_at_war_with()
- Return: FACTION_LIST_SCRIPT_INTERFACE
- Function: factions_master_of
- Description: return the factions this faction is a master of
- Parameters: factions_master_of()
- Return: FACTION_LIST_SCRIPT_INTERFACE
- Function: factions_met
- Description: return the factions this faction has met
- Parameters: factions_met()
- Return: FACTION_LIST_SCRIPT_INTERFACE
- Function: factions_of_same_culture
- Description: return the factions with the same culture as this faction
- Parameters: factions_of_same_culture()
- Return: FACTION_LIST_SCRIPT_INTERFACE
- Function: factions_of_same_subculture
- Description: return the factions with the same subculture as this faction
- Parameters: factions_of_same_subculture()
- Return: FACTION_LIST_SCRIPT_INTERFACE
- Function: confederation_in_progress
- Description: check if there is a confederation in progress
- Parameters: confederation_in_progress
- Return: FACTION_LIST_SCRIPT_INTERFACE
- Function: get_foreign_visible_characters_for_player
- Description: return a list of foreign characters visible to this player faction
- Parameters: characters_visible_to_player()
- Return: CHARACTER_LIST_SCRIPT_INTERFACE
- Function: get_foreign_visible_regions_for_player
- Description: return a list of regions whose settlements are visible to this faction, if this faction is player-controlled
- Parameters: regions_with_settlements_visible_to_player()
- Return: REGIONS_LIST_SCRIPT_INTERFACE
- Function: is_quest_battle_faction
- Description: is this faction a quest battle faction
- Parameters: is_quest_battle_faction()
- Return: bool
- Function: holds_entire_province
- Description: Does this faction hold the entire specified province? Also may include vassals
- Parameters: holds_entire_province(String province, bool include_vassals)
- Return: bool
- Function: is_vassal
- Description: Is this faction a vassel
- Parameters: is_vassal()
- Return: bool
- Function: is_dead
- Description: Returns true if the faction is dead
- Parameters: is_dead()
- Return: bool
- Function: total_food
- Description: Returns total amount of food the faction has, taking into account all factors
- Parameters: total_food()
- Return: int32
- Function: food_production
- Description: Returns total amount of food the faction is producing, taking into account all factors
- Parameters: food_production()
- Return: int32
- Function: food_consumption
- Description: Returns total amount of food the faction is consuming, taking into account all factors
- Parameters: food_consumption()
- Return: int32
- Function: get_food_factor_value
- Description: Returns the current production/consumption of the specified food factor
- Parameters: get_food_factor_value(string factor_key)
- Return: int32
- Function: get_food_factor_base_value
- Description: Returns the current production/consumption of the specified food factor, without the multiplier
- Parameters: get_food_factor_base_value(string factor_key)
- Return: int32
- Function: get_food_factor_multiplier
- Description: Returns the current multiplier of the specified food factor
- Parameters: get_food_factor_multiplier(string factor_key)
- Return: int32
- Function: unique_agents
- Description: Returns a list of unique agent details maintained by this faction
- Parameters: unique_agents()
- Return: UNIQUE_AGENT_DETAILS_SCRIPT_INTERFACE
- Function: has_effect_bundle
- Description: Whether this faction has the specified effect bundle currently applied to them
- Parameters: has_effect_bundle(string effect_bundle_key)
- Return: bool
- Function: has_rituals
- Description: Wether this faction has access to rituals or not
- Parameters: has_rituals()
- Return: bool
- Function: rituals
- Description: Ritual manager interface for this faction
- Parameters: rituals()
- Return: FACTION_RITUALS
- Function: has_faction_slaves
- Description: Does this faction support Faction Slaves
- Parameters: has_faction_slaves()
- Return: bool
- Function: num_faction_slaves
- Description: Number of slaves in the faction
- Parameters: num_faction_slaves()
- Return: int
- Function: max_faction_slaves
- Description: Maximum number of slaves for the faction
- Parameters: max_faction_slaves()
- Return: int
- Function: percentage_faction_slaves
- Description: Percentage faction slaves of the maximum
- Parameters: percentage_faction_slaves()
- Return: float
- Function: pooled_resources
- Description: All pooled resources owned by this faction
- Parameters: pooled_resources()
- Return: POOLED_RESOURCE_LIST_SCRIPT_INTERFACE
- Function: pooled_resource
- Description: Get pooled resource by key. Null if the faction doesn't own the resource
- Parameters: pooled_resource(String resource_key)
- Return: POOLED_RESOURCE_SCRIPT_INTERFACE
- Function: pooled_resource_display_name
- Description: Get localised name of the pooled resource.
- Parameters: pooled_resource_display_name(String resource_key)
- Return: UniString
- Function: has_pooled_resource
- Description: True if faction has the specified pooled resource
- Parameters: has_pooled_resource(String resource_key)
- Return: bool
- Function: has_ritual_chain
- Description: True if the faction has ritual chain otherwise false
- Parameters: has_ritual_chain(key)
- Return: bool
- Function: has_access_to_ritual_category
- Description: True if the faction has ritual category otherwise false
- Parameters: has_access_to_ritual_category(key)
- Return: bool
- Function: attitude_tier_for_god
- Description: Number attitude tier for god by key, false otherwise
- Parameters: attitude_tier_for_god(god key)
- Return: number
- Function: get_climate_suitability
- Description: Returns the climate suitability record key for the specified climate
- Parameters: get_climate_suitability(climate_key)
- Return: String
- Function: foreign_slot_managers
- Description: Returns a list of all the foreign slot managers held by this faction
- Parameters: foreign_slot_managers()
- Return: FOREIGN_SLOT_MANAGER_LIST_SCRIPT_INTERFACE
- Function: effect_bundles
- Description: Effect bundles active on the faction
- Parameters: effect_bundles()
- Return: EFFECT_BUNDLE_LIST_SCRIPT_INTERFACE
- Function: get_effect_bundle
- Description: Effect bundle active on the faction by key
- Parameters: get_effect_bundle(key)
- Return: EFFECT_BUNDLE_SCRIPT_INTERFACE
- Function: srtength
- Description: Overall strength of the faction (as shown in diplomacy UI)
- Parameters: strength()
- Return: int
- Function: flag_path
- Description: Path to the faction flag icon
- Parameters: flag_path()
- Return: String
- Function: average_religion_proportion
- Description: Average religion proportion in the faction for a religion
- Parameters: average_religion_proportion()
- Return: curent proportion, predicted proportion
- Function: attitude_category_with
- Description: Attitude cathegory of the fation with a faction
- Parameters: attitude_category_with()
- Return: float
- Function: num_provinces
- Description: Owned provinces count
- Parameters: num_provinces()
- Return: int
- Function: exotic_goods
- Description: Faction exotic goods info
- Parameters: exotic_goods()
- Return: table
- Function: barter_agreements
- Description: Returns all existing barter agreements
- Parameters: barter_agreements()
- Return: table
- Function: attitude_with
- Description: Attitude of the fation with a faction
- Parameters: attitude_with()
- Return: float
- Function: province_list
- Description: A list of provinces owned by the faction
- Parameters: province_list()
- Return: PROVINCE_LIST_SCRIPT_INTERFACE
- Function: tradeable_regions
- Description: A list of regions that can be traded with a specific faction
- Parameters: tradeable_regions(faction_cqi)
- Return: REGION_LIST_SCRIPT_INTERFACE
- Function: mission_is_active
- Description: Is a mission with the supplied key active for this faction?
- Parameters: mission_is_active(string mission_key)
- Return: bool
- Function: mission_has_succeeded
- Description: Has a mission with the supplied key been completed by this faction?
- Parameters: mission_has_succeeded(string mission_key)
- Return: bool
- Function: mission_was_canceled
- Description: Was a mission with the supplied key canceled for this faction?
- Parameters: mission_was_canceled(string mission_key)
- Return: bool
- Function: mission_has_expired
- Description: Has a mission with the supplied key expired for this faction?
- Parameters: mission_has_expired(string mission_key)
- Return: bool
- Function: has_pool_entry_for_forename
- Description: Does this faction have a recruitment pool entry with the supplied forename?
- Parameters: has_pool_entry_for_forename(string agent_type, string forename)
- Return: bool
- Description: A list of faction interfaces
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: FACTION_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Character interface
- is_null_interface
- command_queue_index
- has_garrison_residence
- has_region
- has_military_force
- model
- garrison_residence
- faction
- region
- sea_region
- region_data
- military_force
- forename
- surname
- get_forename
- get_surname
- in_settlement
- in_port
- is_besieging
- is_blockading
- is_carrying_troops
- character_type
- character_type_key
- character_subtype
- character_subtype_key
- has_trait
- trait_points
- has_ancillary
- battles_fought
- action_points_remaining_percent
- action_points_per_turn
- is_male
- age
- performed_action_this_turn
- is_ambushing
- turns_at_sea
- turns_in_own_regions
- turns_in_enemy_regions
- is_faction_leader
- rank
- experience_required_for_rank_up
- experience_required_for_rank
- defensive_sieges_fought
- defensive_sieges_won
- offensive_sieges_fought
- offensive_sieges_won
- fought_in_battle
- won_battle
- percentage_of_own_alliance_killed
- ministerial_position
- logical_position_x
- logical_position_y
- display_position_x
- display_position_y
- battles_won
- offensive_battles_won
- offensive_battles_fought
- defensive_battles_won
- defensive_battles_fought
- offensive_naval_battles_won
- offensive_naval_battles_fought
- defensive_naval_battles_won
- defensive_naval_battles_fought
- offensive_ambush_battles_won
- offensive_ambush_battles_fought
- defensive_ambush_battles_won
- defensive_ambush_battles_fought
- cqi
- is_embedded_in_military_force
- embedded_in_military_force
- has_skill
- is_hidden
- routed_in_battle
- body_guard_casulties
- is_deployed
- is_at_sea
- has_recruited_mercenaries
- number_of_traits
- trait_level
- loyalty
- is_loyalty_applicable
- interfaction_loyalty
- gravitas
- has_father
- has_mother
- mother
- father
- family_member
- is_politician
- post_battle_ancilary_chance
- scripted_time_to_leave
- is_caster
- is_visible_to_faction
- can_equip_ancillary
- is_wounded
- is_immortal
- effect_bundles
- commanded_unit
- has_assigned_office_this_round
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: command_queue_index
- Description: Command queue index of the Character
- Parameters: command_queue_index()
- Return: int
- Function: has_garrison_residence
- Description: Is the character contained in a garrison residence?
- Parameters: has_garrison_residence()
- Return: bool
- Function: has_region
- Description: Is the character in a valid region?
- Parameters: has_region()
- Return: bool
- Function: has_military_force
- Description: Does this character command a military force?
- Parameters: has_military_force()
- Return: bool
- Function: model
- Description: Access to the model interface
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: garrison_residence
- Description: The garrison containing the character
- Parameters: garrison_residence()
- Return: GARRISON_RESIDENCE_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the character is not contained)
- Function: faction
- Description: Access to the character's faction interface
- Parameters: faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: region
- Description: Access to the region that the character is in
- Parameters: region()
- Return: REGION_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the character is not in a valid region)
- Function: sea_region
- Description: Access to the sea region that the character is in
- Parameters: sea_region()
- Return: SEA_REGION_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the character is not in a valid sea region)
- Function: region_data
- Description: Access to the region data area that the character is in
- Parameters: region_data()
- Return: REGION_DATA_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the character is not on the map)
- Function: military_force
- Description: The military force that the character commands
- Parameters: military_force()
- Return: MILITARY_FORCE_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the character is not commanding a military force)
- Function: forename
- Description: Does the character have this forename?
- Parameters: The forename's db key, e.g. forename("names_name_names_irishAlan")
- Return: bool
- Function: surname
- Description: Does the character have this surname?
- Parameters: The surname's db key, e.g. surname("names_name_names_irishBlair")
- Return: bool
- Function: get_forename
- Description: Returns the character forename
- Parameters: get_forename()
- Return: string
- Function: get_surname
- Description: Returns the character surname
- Parameters: get_surname()
- Return: string
- Function: in_settlement
- Description: Checks that a character is in a settlement
- Parameters: in_settlement()
- Return: bool
- Function: in_port
- Description: Is the character in a port?
- Parameters: in_port()
- Return: bool
- Function: is_besieging
- Description: Is the character besieging?
- Parameters: is_besieging()
- Return: bool
- Function: is_blockading
- Description: Is the character blockading?
- Parameters: is_blockading()
- Return: bool
- Function: is_carrying_troops
- Description: Is the character transporting an army?
- Parameters: is_carrying_troops()
- Return: bool
- Function: character_type
- Description: Returns true if the character context is of the agent type specified
- Parameters: Key from agents table, e.g. character_type("ninja")
- Return: bool
- Function: character_type_key
- Description: Returns the key of the character agent type record
- Parameters: character_type_key()
- Return: String
- Function: character_subtype
- Description: Returns true if the character context is of the agent subtype specified
- Parameters: Key from agent subtypes table, e.g. character_subtype("emp_celestial_wizard")
- Return: bool
- Function: character_subtype_key
- Description: Returns the key of the character agent subtype record
- Parameters: character_subtype_key()
- Return: String
- Function: has_trait
- Description: Returns if the character has the specified trait
- Parameters: Trait key, e.g. has_trait("drunkard")
- Return: int
- Function: trait_points
- Description: Returns the number of trait points for the specified trait (0 if not present)
- Parameters: Trait key, e.g. trait_points("drunkard")
- Return: int
- Function: has_ancillary
- Description: Returns if the character has the specified ancillary
- Parameters: Key ancillaries table, e.g. has_ancillary("duck")
- Return: bool
- Function: battles_fought
- Description: How many battles has this character fought in?
- Parameters: battles_fought()
- Return: int
- Function: action_points_remaining_percent
- Description: Returns the percentage of movement points remaining as an integer value
- Parameters: action_points_remaining_percent() < 50
- Return: int
- Function: action_points_per_turn
- Description: Action points per turn
- Parameters: action_points_per_turn()
- Return: int
- Function: is_male
- Description: Is the character male?
- Parameters: is_male()
- Return: bool
- Function: age
- Description: The character's age
- Parameters: age()
- Return: int
- Function: performed_action_this_turn
- Description: Has the character performed any action this turn?
- Parameters: performed_action_this_turn()
- Return: bool
- Function: is_ambushing
- Description: Is the character ambushing?
- Parameters: is_ambushing()
- Return: bool
- Function: turns_at_sea
- Description: Returns the number of turns at sea exclusively
- Parameters: turns_at_sea()
- Return: int
- Function: turns_in_own_regions
- Description: Returns the number of turns in home regions exclusively
- Parameters: turns_in_own_regions()
- Return: int
- Function: turns_in_enemy_regions
- Description: Returns the number of turns in enemy regions exclusively
- Parameters: turns_in_enemy_regions()
- Return: int
- Function: is_faction_leader
- Description: Is the character the faction leader?
- Parameters: is_faction_leader()
- Return: bool
- Function: rank
- Description: Rank of character (1-6)
- Parameters: rank()
- Return: int
- Function: experience_required_for_rank_up
- Description: Experience required to reach next rank.
- Parameters: experience_required_for_rank_up()
- Return: int
- Function: experience_required_for_rank
- Description: Experience required to reach the supplied rank.
- Parameters: experience_required_for_rank(int rank)
- Return: int
- Function: defensive_sieges_fought
- Description: Number of defensive sieges fought
- Parameters: defensive_sieges_fought()
- Return: int
- Function: defensive_sieges_won
- Description: Number of defensive sieges won
- Parameters: defensive_sieges_won()
- Return: int
- Function: offensive_sieges_fought
- Description: Number of offensive sieges fought
- Parameters: offensive_sieges_fought()
- Return: int
- Function: offensive_sieges_won
- Description: Number of offensive sieges won
- Parameters: offensive_sieges_won()
- Return: int
- Function: fought_in_battle
- Description: Did the character fight in missile or melee combat in the battle
- Parameters: fought_in_battle()
- Return: bool
- Function: won_battle
- Description: Was the character in the winning alliance in a battle
- Parameters: won_battle()
- Return: bool
- Function: percentage_of_own_alliance_killed
- Description: Percentage of men killed in the character's alliance
- Parameters: percentage_of_own_alliance_killed()
- Return: int
- Function: ministerial_position
- Description: Returns ministerial position of the character
- Parameters: ministerial_position()
- Return: string
- Function: logical_position_x
- Description: Logical position on map, x coord
- Parameters: logical_position_x()
- Return: int
- Function: logical_position_y
- Description: Logical position on map, y coord
- Parameters: logical_position_y()
- Return: int
- Function: display_position_x
- Description: Display/real position on map, x coord
- Parameters: display_position_x()
- Return: float
- Function: display_position_y
- Description: Display/real position on map, y coord
- Parameters: display_position_y()
- Return: float
- Function: battles_won
- Description: Number of battles won
- Parameters: battles_won()
- Return: card32
- Function: offensive_battles_won
- Description: Number of offensive battles won
- Parameters: offensive_battles_won()
- Return: card32
- Function: offensive_battles_fought
- Description: Number of offensive battles fought
- Parameters: offensive_battles_fought()
- Return: card32
- Function: defensive_battles_won
- Description: Number of defensive battles won
- Parameters: defensive_battles_won()
- Return: card32
- Function: defensive_battles_fought
- Description: Number of defensive battles fought
- Parameters: defensive_battles_fought()
- Return: card32
- Function: offensive_naval_battles_won
- Description: Number of offensive naval battles won
- Parameters: offensive_naval_battles_won()
- Return: card32
- Function: offensive_naval_battles_fought
- Description: Number of offensive naval battles fought
- Parameters: offensive_naval_battles_fought()
- Return: card32
- Function: defensive_naval_battles_won
- Description: Number of defensive naval battles won
- Parameters: defensive_naval_battles_won()
- Return: card32
- Function: defensive_naval_battles_fought
- Description: Number of defensive naval battles fought
- Parameters: defensive_naval_battles_fought()
- Return: card32
- Function: offensive_ambush_battles_won
- Description: Number of offensive ambush battles won
- Parameters: offensive_ambush_battles_won()
- Return: card32
- Function: offensive_ambush_battles_fought
- Description: Number of offensive ambush battles fought
- Parameters: offensive_ambush_battles_fought()
- Return: card32
- Function: defensive_ambush_battles_won
- Description: Number of defensive ambush battles won
- Parameters: defensive_ambush_battles_won()
- Return: card32
- Function: defensive_ambush_battles_fought
- Description: Number of defensive ambush battles fought
- Parameters: defensive_ambush_battles_fought()
- Return: card32
- Function: cqi
- Description: Character CQI
- Parameters: cqi()
- Return: card32
- Function: is_embedded_in_military_force
- Description: Is part of a military force
- Parameters: is_embedded_in_military_force()
- Return: bool
- Function: embedded_in_military_force
- Description: The military force that the character is embedded in
- Parameters: embedded_in_military_force()
- Return: MILITARY_FORCE_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the character is not commanding a military force)
- Function: has_skill
- Description: Has the skill passed
- Parameters: has_skill()
- Return: bool
- Function: is_hidden
- Description: Is the charcter hidden from a faction
- Parameters: is_hidden()
- Return: bool
- Function: routed_in_battle
- Description: The commander routed
- Parameters: routed_in_battle()
- Return: bool
- Function: body_guard_casulties
- Description: Percentage of commanded unit lost in battle
- Parameters: body_guard_casulties()
- Return: float32
- Function: is_deployed
- Description: Is the character deployed
- Parameters: is_deployed()
- Return: bool
- Function: is_at_sea
- Description: Is the character at sea
- Parameters: is_at_sea()
- Return: bool
- Function: has_recruited_mercenaries
- Description: Has the character recruited mercenaries
- Parameters: has_recruited_mercenaries()
- Return: bool
- Function: number_of_traits
- Description: The number of traits the chracter has
- Parameters: number_of_traits()
- Return: card32
- Function: trait_level
- Description: returns the level of the specified trait
- Parameters: trait_level("trait")
- Return: int32
- Function: loyalty
- Description: returns the characters loyalty
- Parameters: loyalty()
- Return: int32
- Function: is_loyalty_applicable
- Description: returns whether the characters loyalty is applicable
- Parameters: is_loyalty_applicable()
- Return: bool
- Function: interfaction_loyalty
- Description: returns the characters interfaction loyalty
- Parameters: interfaction_loyalty()
- Return: int32
- Function: gravitas
- Description: returns the characters gravitas
- Parameters: gravitas()
- Return: card32
- Function: has_father
- Description: returns whether a character has a father or not
- Parameters: has_father()
- Return: bool
- Function: has_mother
- Description: returns whether a character has a mother or not
- Parameters: has_mother()
- Return: bool
- Function: mother
- Description: returns a character mother's family member script interface
- Parameters: mother()
- Return: FAMILY_MEMBER_SCRIPT_INTERFACE
- Function: father
- Description: returns a characters father's family member script interface
- Parameters: father()
- Return: FAMILY_MEMBER_SCRIPT_INTERFACE
- Function: family_member
- Description: returns a characters family member script interface
- Parameters: family_member()
- Return: FAMILY_MEMBER_SCRIPT_INTERFACE
- Function: is_politician
- Description: returns whether a character is a politian or not
- Parameters: is_politician()
- Return: bool
- Function: post_battle_ancilary_chance
- Description: returns a mod on the drop chance for post battle ancillaries
- Parameters: post_battle_ancilary_chance()
- Return: float32
- Function: scripted_time_to_leave
- Description: returns the remaining life span of the character
- Parameters: scripted_time_to_leave()
- Return: card32
- Function: is_caster
- Description: returns true if the character is a caster
- Parameters: is_caster()
- Return: bool
- Function: is_visible_to_faction
- Description: returns true if this character is visible to the specified faction
- Parameters: is_visible_to_faction("faction")
- Return: bool
- Function: can_equip_ancillary
- Description: returns true if this character can equip the specified ancillary
- Parameters: can_equip_ancillary("ancillary")
- Return: bool
- Function: is_wounded
- Description: return true if this character is wounded
- Parameters: is_wounded()
- Return: bool
- Function: is_immortal
- Description: return true if this character is immortal
- Parameters: is_immortal()
- Return: bool
- Function: effect_bundles
- Description: Effect bundles currently active on the character
- Parameters: effect_bundles()
- Return: EFFECT_BUNDLE_LIST_SCRIPT_INTERFACE
- Function: commanded_unit
- Description: Commanded unit
- Parameters: commanded_unit()
- Return: UNIT_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if there is not a valid commanded unit)
- Function: has_assigned_office_this_round
- Description: Has this character been assigned an office slot this turn
- Parameters: has_assigned_office_this_round()
- Return: bool
- Description: A list of character interfaces
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: CHARACTER_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Character details interface
- is_null_interface
- model
- faction
- forename
- surname
- get_forename
- get_surname
- character_type
- has_trait
- trait_points
- has_ancillary
- is_male
- age
- has_skill
- number_of_traits
- trait_level
- loyalty
- gravitas
- has_father
- has_mother
- mother
- father
- family_member
- character_subtype_key
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: model
- Description: Access to the model interface
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: faction
- Description: Access to the character's faction interface
- Parameters: faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: forename
- Description: Does the character have this forename?
- Parameters: The forename's db key, e.g. forename("names_name_names_irishAlan")
- Return: bool
- Function: surname
- Description: Does the character have this surname?
- Parameters: The surname's db key, e.g. surname("names_name_names_irishBlair")
- Return: bool
- Function: get_forename
- Description: Returns the character forename
- Parameters: get_forename()
- Return: string
- Function: get_surname
- Description: Returns the character surname
- Parameters: get_surname()
- Return: string
- Function: character_type
- Description: Returns true if the character context is of the agent type specified
- Parameters: Key from agents table, e.g. character_type("ninja")
- Return: bool
- Function: has_trait
- Description: Returns if the character has the specified trait
- Parameters: Trait key, e.g. has_trait("drunkard")
- Return: int
- Function: trait_points
- Description: Returns the number of trait points for the specified trait (0 if not present)
- Parameters: Trait key, e.g. trait_points("drunkard")
- Return: int
- Function: has_ancillary
- Description: Returns if the character has the specified ancillary
- Parameters: Key ancillaries table, e.g. has_ancillary("duck")
- Return: bool
- Function: is_male
- Description: Is the character male?
- Parameters: is_male()
- Return: bool
- Function: age
- Description: The character's age
- Parameters: age()
- Return: int
- Function: has_skill
- Description: Has the skill passed
- Parameters: has_skill()
- Return: bool
- Function: number_of_traits
- Description: The number of traits the chracter has
- Parameters: number_of_traits()
- Return: card32
- Function: trait_level
- Description: returns the level of the specified trait
- Parameters: trait_level("trait")
- Return: int32
- Function: loyalty
- Description: returns the characters loyalty
- Parameters: loyalty()
- Return: card32
- Function: gravitas
- Description: returns the characters gravitas
- Parameters: gravitas()
- Return: card32
- Function: has_father
- Description: returns whether a character has a father or not
- Parameters: has_father()
- Return: bool
- Function: has_mother
- Description: returns whether a character has a mother or not
- Parameters: has_mother()
- Return: bool
- Function: mother
- Description: returns a character mother's family member script interface
- Parameters: mother()
- Return: FAMILY_MEMBER_SCRIPT_INTERFACE
- Function: father
- Description: returns a characters father's family member script interface
- Parameters: father()
- Return: FAMILY_MEMBER_SCRIPT_INTERFACE
- Function: family_member
- Description: returns a characters family member script interface
- Parameters: family_member()
- Return: FAMILY_MEMBER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if no family member exists)
- Function: character_subtype_key
- Description: Returns the key of the character agent subtype record
- Parameters: character_subtype_key()
- Return: String
- Description: A list of character details interfaces
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: CHARACTER_DETAILS_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Family interface
- is_null_interface
- has_father
- has_mother
- father
- mother
- has_trait
- come_of_age
- command_queue_index
- character
- is_alive
- is_convalescing
- is_in_transit
- character_type_key
- rank
- forename
- surname
- get_forename
- get_surname
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: has_father
- Description: returns if this family member has a father
- Parameters: has_father()
- Return: bool
- Function: has_mother
- Description: returns if this family member has a mother
- Parameters: has_mother()
- Return: bool
- Function: father
- Description: returns if this family members father
- Parameters: father()
- Return: FAMILY_MEMBER_SCRIPT_INTERFACE
- Function: mother
- Description: returns if this family member has a mother
- Parameters: mother()
- Return: FAMILY_MEMBER_SCRIPT_INTERFACE
- Function: has_trait
- Description: return true if the character has the trait
- Parameters: has_trait("trait")
- Return: bool
- Function: come_of_age
- Description: return if the character has come of age
- Parameters: come_of_age()
- Return: bool
- Function: command_queue_index
- Description: return family member cqi of the character
- Parameters: command_queue_index()
- Return: card32
- Function: character
- Description: return character or null_interface
- Parameters: character()
- Return: CHARACTER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE)
- Function: is_alive
- Description: is alive or not
- Parameters: is_alive()
- Return: bool
- Function: is_convalescing
- Description: is convalescing or not
- Parameters: is_convalescing()
- Return: bool
- Function: is_in_transit
- Description: is the family member in transit (between armies or on some other errand)
- Parameters: is_in_transit()
- Return: bool
- Function: character_type_key
- Description: get the character type key
- Parameters: character_type_key()
- Return: string
- Function: rank
- Description: get the character rank
- Parameters: rank()
- Return: int32
- Function: forename
- Description: Does the character have this forename?
- Parameters: The forename's db key, e.g. forename("names_name_2147352487")
- Return: bool
- Function: surname
- Description: Does the character have this surname?
- Parameters: The forename's db key, e.g. forename("names_name_2147352487")
- Return: bool
- Function: get_forename
- Description: Returns the character forename
- Parameters: get_forename()
- Return: string
- Function: get_surname
- Description: Returns the character surname
- Parameters: get_surname()
- Return: string
- Description: A list of family members interfaces
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: FAMILY_MEMBER_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: The interface that stores and manages all provinces in the game.
- is_null_interface
- model
- province_list
- province_for_province_key
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: model
- Description: Access to the model
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: province_list
- Description: A list of all provinces
- Parameters: province_list()
- Return: PROVINCE_LIST_SCRIPT_INTERFACE
- Function: province_for_province_key
- Description: Get province for given key
- Parameters: province_for_province_key(key)
- Return: PROVINCE_SCRIPT_INTERFACE
- Description: The interface that stores and manages all regions in the game. Useful for looking up region and slot//settlement keys.
- is_null_interface
- model
- region_list
- faction_region_list
- region_by_key
- settlement_by_key
- slot_by_key
- resource_exists_anywhere
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: model
- Description: Access to the model
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: region_list
- Description: A list of all regions
- Parameters: region_list()
- Return: REGION_LIST_SCRIPT_INTERFACE
- Function: faction_region_list
- Description: A list of all regions for a faction
- Parameters: input a faction key string e.g. faction_region_list("mori")
- Return: REGION_LIST_SCRIPT_INTERFACE
- Function: region_by_key
- Description: Returns the region interface for a given region key
- Parameters: input a region key string e.g. region_by_key("jap_tosa")
- Return: REGION_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the region key is invalid)
- Function: settlement_by_key
- Description: Returns the settlement interface for a given settlement key
- Parameters: input a settlement key string e.g. settlement_by_key("settlement:jap_aki:koriyama")
- Return: SETTLEMENT_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the settlement key is invalid)
- Function: slot_by_key
- Description: Returns the slot interface for a given slot key
- Parameters: input a slot key string e.g. slot_by_key("rice:jap_awa:farm")
- Return: SLOT_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the slot key is invalid)
- Function: resource_exists_anywhere
- Description: Are any regions producing this resource?
- Parameters: input a resource key e.g. resource_exists_anywhere("res_coffee")
- Return: bool. It will also return false if the resource key is invalid.
- Description: Province script interface
- is_null_interface
- model
- name
- regions
- depletable_resource_remaining_amount
- can_spawn_pooled_resource
- can_province_provide_income_for_faction
- religion_proportion
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: model
- Description: Access to the model
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: name
- Description: The province key
- Parameters: name()
- Return: String
- Function: regions
- Description: List of all regions in the province
- Parameters: regions()
- Return: REGION_LIST_SCRIPT_INTERFACE
- Function: depletable_resource_remaining_amount
- Description: Gets the depletable resource remaining amount for the given name and faction
- Parameters: depletable_resource_remaining_amount(resource_key, faction_key)
- Return: int32
- Function: can_spawn_pooled_resource
- Description: Checks if we can spawn the resource in this province.(checks if a record in the pooled_resource_to_province_junctions exists.)
- Parameters: can_spawn_pooled_resource(resource_key)
- Return: bool
- Function: can_province_provide_income_for_faction
- Description: Checks if this province can provide income for the pooled resources for this faction.(checks if we own any regions in the province. TODO add check for influence
- Parameters: can_province_provide_income_for_faction(faction_key)
- Return: bool
- Function: religion_proportion
- Description: Returns the proportion domination of the specified religion
- Parameters: religion_proportion()
- Return: float32
- Description: Region script interface, includes region finance and slot/settlement info
- is_null_interface
- model
- owning_faction
- slot_list
- settlement
- garrison_residence
- name
- province
- province_name
- command_queue_index
- public_order
- num_buildings
- slot_type_exists
- building_exists
- last_building_constructed_key
- resource_exists
- any_resource_available
- pooled_resource_income
- province_pooled_resource_income
- town_wealth_growth
- adjacent_region_list
- majority_religion
- region_wealth_change_percent
- squalor
- sanitation
- is_abandoned
- religion_proportion
- can_recruit_agent_at_settlement
- faction_province_growth
- faction_province_growth_per_turn
- is_province_capital
- has_development_points_to_upgrade
- has_faction_province_slaves
- num_faction_province_slaves
- max_faction_province_slaves
- percentage_faction_province_slaves
- has_active_storm
- region_data_interface
- get_selected_edict_key
- get_active_edict_key
- foreign_slot_managers
- foreign_slot_manager_for_faction
- effect_bundles
- faction_province_effect_bundles
- characters_in_region
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: model
- Description: Access to the model
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: owning_faction
- Description: Access to the faction that owns the region
- Parameters: owning_faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: slot_list
- Description: A list of slots contained in the region
- Parameters: slot_list()
- Return: SLOT_LIST_SCRIPT_INTERFACE
- Function: settlement
- Description: The region settlement
- Parameters: settlement()
- Return: SETTLEMENT_SCRIPT_INTERFACE
- Function: garrison_residence
- Description: The regions settlement as a garrison_residence
- Parameters: garrison_residence()
- Return: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Function: name
- Description: The region key
- Parameters: name()
- Return: String
- Function: province
- Description: Access to the province
- Parameters: province()
- Return: PROVINCE_SCRIPT_INTERFACE
- Function: province_name
- Description: Key of the province containing the region
- Parameters: province_name()
- Return: String
- Function: command_queue_index
- Description: Returns the CQI of the region
- Parameters: command_queue_index()
- Return: int
- Function: public_order
- Description: Region public order
- Parameters: public_order()
- Return: int32
- Function: num_buildings
- Description: The number of buildings in a region
- Parameters: num_buildings()
- Return: int32
- Function: slot_type_exists
- Description: Does a slot with a given key exist in the region?
- Parameters: input a slot key, e.g. slot_type_exists("rice:jap_awa:farm")
- Return: bool
- Function: building_exists
- Description: Does a building with a given key exist in the region?
- Parameters: input a building key, e.g. building_exists("key")
- Return: bool
- Function: last_building_constructed_key
- Description: Returns the key of the last building constructed this region
- Parameters: last_building_constructed_key()
- Return: String
- Function: resource_exists
- Description: Is a resource produced in this region?
- Parameters: input a resource key, e.g. resource_exists("key")
- Return: bool
- Function: any_resource_available
- Description: Is any resource, at all, produced in this region?
- Parameters: any_resource_available()
- Return: bool
- Function: pooled_resource_income
- Description: The per turn income (or expenditure) of a pooled resource in this region?
- Parameters: pooled_resource_income(resource)
- Return: int32
- Function: province_pooled_resource_income
- Description: The per turn income (or expenditure) of a pooled resource in this region's province?
- Parameters: province_pooled_resource_income(resource)
- Return: int32
- Function: town_wealth_growth
- Description: Returns the town wealth growth in the region
- Parameters: town_wealth_growth()
- Return: int
- Function: adjacent_region_list
- Description: Returns the list of regions adjacent to this one (including where the connection is not traversable)
- Parameters: adjacent_region_list()
- Return: REGION_LIST_SCRIPT_INTERFACE
- Function: majority_religion
- Description: Returns key of the majority religion in the region
- Parameters: majority_religion()
- Return: String
- Function: region_wealth_change_percent
- Description: Returns key of the % region wealth change
- Parameters: region_wealth_change_percent()
- Return: float
- Function: squalor
- Description: Returns the current squalor in the region
- Parameters: squalor()
- Return: card32
- Function: sanitation
- Description: Returns the current sanitation in the region
- Parameters: sanitation()
- Return: card32
- Function: is_abandoned
- Description: Returns true if the region is abandoned
- Parameters: is_abandoned()
- Return: bool
- Function: religion_proportion
- Description: Returns the proportion domination of the specified religion
- Parameters: religion_proportion()
- Return: float32
- Function: can_recruit_agent_at_settlement
- Description: Returns true if you can recruite the specified agent type at the regions settlement
- Parameters: can_recruit_agent_at_settlement()
- Return: bool
- Function: faction_province_growth
- Description: Returns the total amount of growth points accumulated in a province towards the next population point
- Parameters: faction_province_growth()
- Return: card32
- Function: faction_province_growth_per_turn
- Description: Returns the amount of growth points added in a province towards the next population point this turn
- Parameters: faction_province_growth_per_turn()
- Return: card32
- Function: is_province_capital
- Description: Is this region the province capital?
- Parameters: is_province_capital()
- Return: bool
- Function: has_development_points_to_upgrade
- Description: Does this region have enough development points to upgrade?
- Parameters: has_development_points_to_upgrade()
- Return: bool
- Function: has_faction_province_slaves
- Description: Does this region's owner support Faction Slaves
- Parameters: has_faction_province_slaves()
- Return: bool
- Function: num_faction_province_slaves
- Description: Number of slaves in the faction province
- Parameters: num_faction_province_slaves()
- Return: int
- Function: max_faction_province_slaves
- Description: Maximum number of slaves for the faction province
- Parameters: max_faction_province_slaves()
- Return: int
- Function: percentage_faction_province_slaves
- Description: Percentage faction province slaves of the maximum
- Parameters: percentage_faction_province_slaves()
- Return: float
- Function: has_active_storm
- Description: Returns true if region has an active storm
- Parameters: has_active_storm()
- Return: bool
- Function: region_data_interface
- Description: Gets the REGION_DATA interface of the region
- Parameters: region_data_interface()
- Return: REGION_DATA_SCRIPT_INTERFACE
- Function: get_selected_edict_key
- Description: Gets the key of the currently selected edict of the region, returns "" if there is no edict active
- Parameters: get_selected_edict_key()
- Return: REGION_DATA_SCRIPT_INTERFACE
- Function: get_active_edict_key
- Description: Gets the key of the currently active edict of the region, returns "" if there is no edict active
- Parameters: get_active_edict_key()
- Return: REGION_DATA_SCRIPT_INTERFACE
- Function: foreign_slot_managers
- Description: Returns the complete list of foreign slot managers currently active in this region
- Parameters: foreign_slot_managers()
- Return: FOREIGN_SLOT_MANAGER_LIST_SCRIPT_INTERFACE
- Function: foreign_slot_manager_for_faction
- Description: Returns the foreign slot manager that belongs to the specified faction. Will be null if they do not have a foreign slot manager in this region
- Parameters: foreign_slot_manager_for_faction(faction_key)
- Return: FOREIGN_SLOT_MANAGER_SCRIPT_INTERFACE
- Function: effect_bundles
- Description: Effect bundles currently active on the region
- Parameters: effect_bundles()
- Return: EFFECT_BUNDLE_LIST_SCRIPT_INTERFACE
- Function: faction_province_effect_bundles
- Description: Effect bundles currently active on the faction province
- Parameters: faction_province_effect_bundles()
- Return: EFFECT_BUNDLE_LIST_SCRIPT_INTERFACE
- Function: characters_in_region
- Description: List of characters currently in the region bundles
- Parameters: characters_in_region()
- Return: CHARACTER_LIST_SCRIPT_INTERFACE
- Description: A list of region interfaces
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: REGION_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: A list of province interfaces
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: PROVINCE_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Sea Region Manager script interface, world sea region list, faction sea regions and lookup by key
- is_null_interface
- model
- sea_region_list
- faction_sea_region_list
- sea_region_by_key
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: model
- Description: Returns the campaign model
- Parameters: model()
- Return: CAMPAIGN_MODEL
- Function: sea_region_list
- Description: Returns a complete list of sea regions in the world
- Parameters: sea_region_list()
- Return: SEA_REGION_LIST
- Function: faction_sea_region_list
- Description: Returns a complete list of sea regions for the given faction
- Parameters: faction_sea_region_list(String faction)
- Return: SEA_REGION_LIST
- Function: sea_region_by_key
- Description: Attempts to look up a sea region by record key
- Parameters: sea_region_by_key(String key)
- Return: SEA_REGION
- Description: Sea Region script interface, only basic information as sea regions do not contain settlements
- is_null_interface
- model
- name
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: model
- Description: Campaign Model
- Parameters: model()
- Return: CAMPAIGN_MODEL
- Function: name
- Description: Sea Region Record Key
- Parameters: name()
- Return: String
- Description: Sea Region List script interface, a list of sea regions
- is_null_interface
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Description: Region Data Script Interface, a region of the campaign map. May or may not be represented by a region or sea region
- is_null_interface
- key
- is_sea
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: key
- Description: Database record key of this region data
- Parameters: key()
- Return: String
- Function: is_sea
- Description: True if this region data is an sea type
- Parameters: is_sea()
- Return: bool
- Description: A list of region datas
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: REGION_DATA_LIST_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Garrison residence interface, a residence that can act as a garrison for military forces. A Settlement is a garrison residence for example.
- is_null_interface
- command_queue_index
- has_army
- has_navy
- model
- faction
- army
- navy
- region
- unit_count
- buildings
- is_under_siege
- sieging_force
- can_assault
- can_be_occupied_by_faction
- is_settlement
- is_slot
- settlement_interface
- slot_interface
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: command_queue_index
- Description: Access the CQI of the garrison
- Parameters: command_queue_index()
- Return: int
- Function: has_army
- Description: Is there a garrisoned army?
- Parameters: has_army()
- Return: bool
- Function: has_navy
- Description: Is there a garrisoned navy?
- Parameters: has_navy()
- Return: bool
- Function: model
- Description: Access to the campaign model
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: faction
- Description: The faction that owns the garrison
- Parameters: faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: army
- Description: Returns the army in the garrison residence, if it has one
- Parameters: army()
- Return: MILITARY_FORCE_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the garrison is empty)
- Function: navy
- Description: Returns the army in the garrison residence, if it has one
- Parameters: army()
- Return: MILITARY_FORCE_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the garrison is empty)
- Function: region
- Description: The region for the garrison residence
- Parameters: region()
- Return: REGION_SCRIPT_INTERFACE
- Function: unit_count
- Description: Number of units in a garrison
- Parameters: unit_count()
- Return: int >= 0
- Function: buildings
- Description: Returns a list of buildings in the garrison
- Parameters: buildings()
- Return: BUILDING_LIST_SCRIPT_INTERFACE
- Function: is_under_siege
- Description: Is the garrison under siege?
- Parameters: is_under_siege()
- Return: bool
- Function: sieging_force
- Description: Gets the force that is sieging the garrison
- Parameters: sieging_force()
- Return: MILITARY_FORCE_SCRIPT_INTERFACE
- Function: can_assault
- Description: Can the attacking army launch a seige
- Parameters: can_assault()
- Return: bool
- Function: can_be_occupied_by_faction
- Description: Can the specified faction occupy this residence?
- Parameters: can_be_occupied_by_faction(String faction)
- Return: bool
- Function: is_settlement
- Description: Is this garrison a settlement type?
- Parameters: is_settlement()
- Return: bool
- Function: is_slot
- Description: Is this garrison a slot type?
- Parameters: is_slot()
- Return: bool
- Function: settlement_interface
- Description: If this garrison is a settlement type, returns a settlement interface
- Parameters: settlement_interface()
- Return: SETTLEMENT_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the garrison is not a settlement)
- Function: slot_interface
- Description: If this garrison is a slot type, returns a slot interface
- Parameters: slot_interface()
- Return: SLOT_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the garrison is not a settlement)
- Description: Settlement script interface
- is_null_interface
- has_commander
- logical_position_x
- logical_position_y
- display_position_x
- display_position_y
- zone_of_control_radius_land
- model
- commander
- faction
- region
- slot_list
- is_port
- get_climate
- building_list
- can_possibly_build_units_from_set
- production_type
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: has_commander
- Description: Does the settlement have a commander of a military force
- Parameters: has_commander()
- Return: bool
- Function: logical_position_x
- Description: Logical position on map, x coord
- Parameters: logical_position_x()
- Return: int
- Function: logical_position_y
- Description: Logical position on map, y coord
- Parameters: logical_position_y()
- Return: int
- Function: display_position_x
- Description: Display/real position on map, x coord
- Parameters: display_position_x()
- Return: float
- Function: display_position_y
- Description: Display/real position on map, y coord
- Parameters: display_position_y()
- Return: float
- Function: zone_of_control_radius_land
- Description: Return the zone of control radius of the settlement
- Parameters: zone_of_control_radius_land()
- Return: float
- Function: model
- Description: Access to the campaign model
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: commander
- Description: Returns the embedded military force commander
- Parameters: commander()
- Return: CHARACTER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the settlement does not have a commander)
- Function: faction
- Description: Access to the faction that owns the settlement
- Parameters: faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: region
- Description: The region for this settlement
- Parameters: region()
- Return: REGION_SCRIPT_INTERFACE
- Function: slot_list
- Description: Returns the list of slots in the settlement
- Parameters: slot_list()
- Return: SLOT_LIST_SCRIPT_INTERFACE
- Function: is_port
- Description: Is this settlement a port
- Parameters: is_port()
- Return: bool
- Function: get_climate
- Description: Get the climate key for a settlement
- Parameters: get_climate()
- Return: String
- Function: building_list
- Description: A list of buildings in the settlement
- Parameters: building_list()
- Return: BUILDING_LIST_SCRIPT_INTERFACE
- Function: can_possibly_build_units_from_set
- Description: Checks whether the building templates in the settlement ultimately allow any unit of this set to be built.
- Parameters: can_possibly_build_units_from_set("unit_set")
- Return: bool
- Function: production_type
- Description: returns production type in this settlement.
- Parameters: production_type()
- Return: string
- Description: Slot script interface
- is_null_interface
- has_building
- model
- region
- building
- faction
- type
- name
- template_key
- resource_key
- is_there_construction
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: has_building
- Description: Is there a building in this slot?
- Parameters: has_building()
- Return: bool
- Function: model
- Description: Access to the campaign model
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: region
- Description: The region for this slot
- Parameters: region()
- Return: REGION_SCRIPT_INTERFACE
- Function: building
- Description: Returns the building in this slot (if it exists)
- Parameters: building()
- Return: BUILDING_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the slot does not have a building)
- Function: faction
- Description: Returns the faction that owns the slot
- Parameters: faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: type
- Description: The slot type
- Parameters: type()
- Return: string
- Function: name
- Description: The slot name
- Parameters: name()
- Return: string
- Function: template_key
- Description: The slot template record key
- Parameters: template_key()
- Return: string
- Function: resource_key
- Description: The slot reource key (empty if none)
- Parameters: resource_key()
- Return: string
- Function: is_there_construction
- Description: Is there construction in this slot going on?
- Parameters: is_there_construction()
- Return: bool
- Description: A list of slot interfaces
- num_items
- item_at
- is_empty
- slot_type_exists
- buliding_type_exists
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: SLOT_LIST_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Function: slot_type_exists
- Description: Does a slot with this key exist in the list?
- Parameters: input a slot key to query, slot_type_exists( "slot_key" )
- Return: bool
- Function: buliding_type_exists
- Description: Does a building with this key exist in the list? (building_level_record key)
- Parameters: input a slot key to query, buliding_type_exists( "building_level_record_key" )
- Return: bool
- Description: Slot script interface
- is_null_interface
- has_building
- model
- region
- building
- faction
- type
- name
- template_key
- resource_key
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: has_building
- Description: Is there a building in this slot?
- Parameters: has_building()
- Return: bool
- Function: model
- Description: Access to the campaign model
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: region
- Description: The military force for this slot
- Parameters: military_force()
- Return: REGION_SCRIPT_INTERFACE
- Function: building
- Description: Returns the building in this slot (if it exists)
- Parameters: building()
- Return: MILITARY_FORCE_BUILDING_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the slot does not have a building)
- Function: faction
- Description: Returns the faction that owns the slot
- Parameters: faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: type
- Description: The slot type
- Parameters: type()
- Return: string
- Function: name
- Description: The slot name
- Parameters: name()
- Return: string
- Function: template_key
- Description: The slot template record key
- Parameters: template_key()
- Return: string
- Function: resource_key
- Description: The slot reource key (empty if none)
- Parameters: resource_key()
- Return: string
- Description: A list of slot interfaces
- num_items
- item_at
- is_empty
- slot_type_exists
- buliding_type_exists
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: MILITARY_FORCE_SLOT_LIST_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Function: slot_type_exists
- Description: Does a slot with this key exist in the list?
- Parameters: input a slot key to query, slot_type_exists( "slot_key" )
- Return: bool
- Function: buliding_type_exists
- Description: Does a building with this key exist in the list? (building_level_record key)
- Parameters: input a slot key to query, buliding_type_exists( "building_level_record_key" )
- Return: bool
- Description: Building script interface
- is_null_interface
- model
- faction
- region
- slot
- name
- chain
- superchain
- possible_building_construction_list
- percent_health
- get_effect_value
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: model
- Description: Access to the campaign model
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: faction
- Description: Returns the faction that owns the building
- Parameters: faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: region
- Description: The region the building is in
- Parameters: region()
- Return: REGION_SCRIPT_INTERFACE
- Function: slot
- Description: The slot containing the building
- Parameters: slot()
- Return: SLOT_SCRIPT_INTERFACE
- Function: name
- Description: The key for the building (building level record)
- Parameters: name()
- Return: String
- Function: chain
- Description: The key for the building chain (building_chain_record key)
- Parameters: chain()
- Return: String
- Function: superchain
- Description: The key for the building superchain (building_superchain_record key)
- Parameters: superchain()
- Return: String
- Function: possible_building_construction_list
- Description: Returns a list of keys of the possible building constructions
- Parameters: possible_building_construction_list()
- Return: array of strings
- Function: percent_health
- Description: The health of a building as a percentage between 0-100
- Parameters: percent_health()
- Return: 100 >= int >= 0
- Function: get_effect_value
- Description: gets value of effect or 0 if not found
- Parameters: get_effect_value(effect_key)
- Return: float32
- Description: A list of building interfaces
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: BUILDING_LIST_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Military Force Building script interface
- is_null_interface
- model
- faction
- military_force
- slot
- name
- chain
- superchain
- possible_building_construction_list
- percent_health
- get_effect_value
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: model
- Description: Access to the campaign model
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: faction
- Description: Returns the faction that owns the building
- Parameters: faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: military_force
- Description: The military force the building is in
- Parameters: military_force()
- Return: MILITARY_FORCE_SCRIPT_INTERFACE
- Function: slot
- Description: The slot containing the building
- Parameters: slot()
- Return: MILITARY_FORCE_SLOT_SCRIPT_INTERFACE
- Function: name
- Description: The key for the building (building level record)
- Parameters: name()
- Return: String
- Function: chain
- Description: The key for the building chain (building_chain_record key)
- Parameters: chain()
- Return: String
- Function: superchain
- Description: The key for the building superchain (building_superchain_record key)
- Parameters: superchain()
- Return: String
- Function: possible_building_construction_list
- Description: Returns a list of keys of the possible building constructions
- Parameters: possible_building_construction_list()
- Return: array of strings
- Function: percent_health
- Description: The health of a building as a percentage between 0-100
- Parameters: percent_health()
- Return: 100 >= int >= 0
- Function: get_effect_value
- Description: gets value of effect or 0 if not found
- Parameters: get_effect_value(effect_key)
- Return: float32
- Description: A list of military force building interfaces
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: MILITARY_FORCE_BUILDING_LIST_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Military force interface. Armies and navies are military forces.
- is_null_interface
- command_queue_index
- has_general
- is_army
- is_navy
- model
- unit_list
- character_list
- general_character
- faction
- has_garrison_residence
- garrison_residence
- contains_mercenaries
- upkeep
- active_stance
- can_activate_stance
- morale
- is_armed_citizenry
- can_recruit_agent_at_force
- can_recruit_unit
- can_recruit_unit_class
- can_recruit_unit_category
- strength
- has_effect_bundle
- effect_bundles
- buildings
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: command_queue_index
- Description: Command queue index of the Military Force
- Parameters: command_queue_index()
- Return: int
- Function: has_general
- Description: Does the military force have a commanding general?
- Parameters: has_general()
- Return: bool
- Function: is_army
- Description: Is this military force an army?
- Parameters: is_army()
- Return: bool
- Function: is_navy
- Description: Is this military force a navy?
- Parameters: is_navy()
- Return: bool
- Function: model
- Description: Access to the campaign model
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: unit_list
- Description: Returns the list of units in the military force
- Parameters: unit_list()
- Return: UNIT_LIST_SCRIPT_INTERFACE
- Function: character_list
- Description: A list of characters embedded in the military force
- Parameters: character_list()
- Return: CHARACTER_LIST_SCRIPT_INTERFACE
- Function: general_character
- Description: Returns the character interface for the military force general (if one exists)
- Parameters: general_character()
- Return: CHARACTER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the military force doesn't have a commander)
- Function: faction
- Description: The faction that the military force belongs to
- Parameters: faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: has_garrison_residence
- Description: Is the force in a garrison residence?
- Parameters: has_garrison_residence()
- Return: bool
- Function: garrison_residence
- Description: Returns the garrison residence the force is embedded in
- Parameters: garrison_residence()
- Return: GARRISON_RESIDENCE_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the army isn't embedded)
- Function: contains_mercenaries
- Description: Returns if the force contains mercenaries
- Parameters: contains_mercenaries()
- Return: bool
- Function: upkeep
- Description: Returns the upkeep costs for the military force
- Parameters: upkeep()
- Return: int >= 0
- Function: active_stance
- Description: Returns the active stance for the military force
- Parameters: active_stance()
- Return: String
- Function: can_activate_stance
- Description: Can the military force enter this stance
- Parameters: input a stance string to query, can_activate_stance( "stance" )
- Return: bool
- Function: morale
- Description: Get the morale for this army
- Parameters: morale()
- Return: card32
- Function: is_armed_citizenry
- Description: returns true if the force is armed citizenry
- Parameters: is_armed_citizenry()
- Return: bool
- Function: can_recruit_agent_at_force
- Description: Returns true if you can recruit the specified agent at this force
- Parameters: can_recruit_agent_at_force()
- Return: bool
- Function: can_recruit_unit
- Description: Returns true if this force can recruit a unit of this type
- Parameters: can_recruit_unit()
- Return: bool
- Function: can_recruit_unit_class
- Description: Returns true if this force can recruit a unit of this class
- Parameters: can_recruit_unit_class()
- Return: bool
- Function: can_recruit_unit_category
- Description: Returns true if this force can recruit a unit of this category
- Parameters: can_recruit_unit_category()
- Return: bool
- Function: strength
- Description: Returns the strength of the military force
- Parameters: strength()
- Return: float32
- Function: has_effect_bundle
- Description: Returns true if the military force has the specified effect bundle active
- Parameters: has_effect_bundle(String bundle_key)
- Return: bool
- Function: effect_bundles
- Description: Effect bundles currently active on the military force
- Parameters: effect_bundles()
- Return: EFFECT_BUNDLE_LIST_SCRIPT_INTERFACE
- Function: buildings
- Description: Returns a list of buildings in the military force
- Parameters: buildings()
- Return: MILITARY_FORCE_BUILDING_LIST_SCRIPT_INTERFACE
- Description: A list of military forces
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: MILITARY_FORCE_LIST_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Unit script interface. Land units and Naval units are derived from Unit.
- is_null_interface
- command_queue_index
- has_force_commander
- has_unit_commander
- is_land_unit
- is_naval_unit
- model
- force_commander
- unit_commander
- military_force
- faction
- unit_key
- unit_category
- unit_class
- percentage_proportion_of_full_strength
- has_banner_ancillary
- banner_ancillary
- can_upgrade_unit_equipment
- can_upgrade_unit
- has_upgrades
- experience_until_next_level
- get_unit_custom_battle_cost
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: command_queue_index
- Description: Command queue index of the unit
- Parameters: command_queue_index()
- Return: int
- Function: has_force_commander
- Description: Is the unit in a force with a commander?
- Parameters: has_force_commander()
- Return: bool
- Function: has_unit_commander
- Description: Does this unit have a character leading it? Not all units have one
- Parameters: has_unit_commander()
- Return: bool
- Function: is_land_unit
- Description: Is this a land unit?
- Parameters: is_land_unit()
- Return: bool
- Function: is_naval_unit
- Description: Is this a naval unit?
- Parameters: is_naval_unit()
- Return: bool
- Function: model
- Description: Access to the campaign model interface
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: force_commander
- Description: Returns the force commander if one exists
- Parameters: force_commander()
- Return: CHARACTER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE unit doesn't have a force commander)
- Function: unit_commander
- Description: Returns the unit commander if one exists
- Parameters: unit_commander()
- Return: CHARACTER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE unit doesn't have a unit commander)
- Function: military_force
- Description: Returns the military force containing this unit
- Parameters: military_force()
- Return: MILITARY_FORCE_SCRIPT_INTERFACE
- Function: faction
- Description: Returns the faction that this unit belongs to
- Parameters: faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: unit_key
- Description: The unit record key
- Parameters: unit_key()
- Return: String
- Function: unit_category
- Description: The unit record category
- Parameters: unit_category()
- Return: String
- Function: unit_class
- Description: The unit record class
- Parameters: unit_class()
- Return: String
- Function: percentage_proportion_of_full_strength
- Description: The % of soldiers in the unit. Returns a value 0.0-100.0
- Parameters: percentage_proportion_of_full_strength()
- Return: float
- Function: has_banner_ancillary
- Description: Returns whether the unit has a banner equipped
- Parameters: has_banner_ancillary()
- Return: bool
- Function: banner_ancillary
- Description: Returns the ancillary key of the banner equipped by the unit, or an empty string if no banner is equipped
- Parameters: banner_ancillary()
- Return: String
- Function: can_upgrade_unit_equipment
- Description: Can this unit upgrade it's equipment
- Parameters: can_upgrade_unit_equipment()
- Return: bool
- Function: can_upgrade_unit
- Description: Can this unit be upgraded to another unit
- Parameters: can_upgrade_unit()
- Return: bool
- Function: has_upgrades
- Description: Has this unit upgrades
- Parameters: has_upgrades()
- Return: bool
- Function: experience_until_next_level
- Description: Experience points required for level-up.
- Parameters: experience_until_next_level()
- Return: card32
- Function: get_unit_custom_battle_cost
- Description: Get the cost of the unit in multiplayer or custom battle mode
- Parameters: get_unit_custom_battle_cost()
- Return: card32
- Description: A list of units
- num_items
- item_at
- is_empty
- has_unit
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: UNIT_LIST_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Function: has_unit
- Description: Test if a unit exists in the unit list. Input a unit record key.
- Parameters: input a unit key string, has_unit(" unit_key ")
- Return: bool
- Description: Pending battle script interface.
- is_null_interface
- has_attacker
- has_defender
- has_contested_garrison
- has_region
- logical_position_x
- logical_position_y
- model
- attacker_faction
- attacker
- secondary_attackers
- defender_faction
- defender
- secondary_defenders
- contested_garrison
- region
- is_active
- attacker_is_stronger
- attack_side_losses
- defense_side_losses
- percentage_of_attacker_killed
- percentage_of_defender_killed
- percentage_of_attacker_routed
- percentage_of_defender_routed
- attacker_commander_fought_in_battle
- defender_commander_fought_in_battle
- attacker_commander_fought_in_melee
- defender_commander_fought_in_melee
- attacker_battle_result
- defender_battle_result
- naval_battle
- seige_battle
- river_battle
- mountain_chokepoint
- ambush_battle
- failed_ambush_battle
- night_battle
- battle_type
- battle_name
- attacker_strength
- defender_strength
- has_been_fought
- set_piece_battle_key
- battle_results
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: has_attacker
- Description: Does the pending battle have an attacking character?
- Parameters: has_attacker()
- Return: bool
- Function: has_defender
- Description: Does the pending battle have a defending character?
- Parameters: has_defender()
- Return: bool
- Function: has_contested_garrison
- Description: Is the pending battle at a garrison?
- Parameters: has_contested_garrison()
- Return: bool
- Function: has_region
- Description: Is the pending battle in a land region?
- Parameters: has_region()
- Return: bool
- Function: logical_position_x
- Description: Logical position on map, x coord
- Parameters: logical_position_x()
- Return: int
- Function: logical_position_y
- Description: Logical position on map, y coord
- Parameters: logical_position_y()
- Return: int
- Function: model
- Description: Access to the campaign model
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: attacker_faction
- Description: Returns the attacking faction, if one exists
- Parameters: attacker_faction()
- Return: FACTION_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if no attacking faction exists)
- Function: attacker
- Description: Returns the attacking character, if one exists
- Parameters: attacker()
- Return: CHARACTER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if no attacking character exists)
- Function: secondary_attackers
- Description: Returns the list of secondary attacking characters
- Parameters: secondary_attackers()
- Return: CHARACTER_LIST_SCRIPT_INTERFACE
- Function: defender_faction
- Description: Returns the defending faction, if one exists
- Parameters: defender_faction()
- Return: FACTION_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if no defending faction exists)
- Function: defender
- Description: Returns the defending character, if one exists
- Parameters: defender()
- Return: CHARACTER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if no defending character exists)
- Function: secondary_defenders
- Description: Returns the list of secondary defending characters
- Parameters: secondary_defenders()
- Return: CHARACTER_LIST_SCRIPT_INTERFACE
- Function: contested_garrison
- Description: Returns the contested residence, if it exists
- Parameters: contested_garrison()
- Return: GARRISON_RESIDENCE_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if a garrison isn't being contested)
- Function: region
- Description: Returns the region the battle takes place in, if any.
- Parameters: region()
- Return: REGION_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if a the battle is not in a land region)
- Function: is_active
- Description: Is a pending battle active?
- Parameters: is_active()
- Return: bool
- Function: attacker_is_stronger
- Description: Is the attacking force stronger than the defender?
- Parameters: attacker_is_stronger()
- Return: bool
- Function: attack_side_losses
- Description: Total lost units of attacking side
- Parameters: attack_side_losses()
- Return: int32
- Function: defense_side_losses
- Description: Total lost units of defense side
- Parameters: defense_side_losses()
- Return: int32
- Function: percentage_of_attacker_killed
- Description: Percentage of attacker killed in battle
- Parameters: percentage_of_attacker_killed()
- Return: 100 >= float >= 0
- Function: percentage_of_defender_killed
- Description: Percentage of defender killed in battle
- Parameters: percentage_of_defender_killed()
- Return: 100 >= float >= 0
- Function: percentage_of_attacker_routed
- Description: Percentage of attackers routed in battle
- Parameters: percentage_of_attacker_routed()
- Return: 100 >= float >= 0
- Function: percentage_of_defender_routed
- Description: Percentage of defenders routed in battle
- Parameters: percentage_of_defender_routed()
- Return: 100 >= float >= 0
- Function: attacker_commander_fought_in_battle
- Description: Did the commander engage in the battle?
- Parameters: attacker_commander_fought_in_battle()
- Return: bool
- Function: defender_commander_fought_in_battle
- Description: Did the commander engage in the battle?
- Parameters: defender_commander_fought_in_battle()
- Return: bool
- Function: attacker_commander_fought_in_melee
- Description: Did the commander engage in melee?
- Parameters: attacker_commander_fought_in_melee()
- Return: bool
- Function: defender_commander_fought_in_melee
- Description: Did the commander engage in melee?
- Parameters: defender_commander_fought_in_melee()
- Return: bool
- Function: attacker_battle_result
- Description: The battle result for the attacker
- Parameters: attacker_battle_result()
- Return: String (close_victory, decisive_victory, heroic_victory, pyrrhic_victory, close_defeat, decisive_defeat, crushing_defeat, valiant_defeat
- Function: defender_battle_result
- Description: The battle result for the defender
- Parameters: defender_battle_result()
- Return: String (close_victory, decisive_victory, heroic_victory, pyrrhic_victory, close_defeat, decisive_defeat, crushing_defeat, valiant_defeat
- Function: naval_battle
- Description: The battle is a naval battle
- Parameters: naval_battle()
- Return: bool
- Function: seige_battle
- Description: The battle is a seige battle
- Parameters: seige_battle()
- Return: bool
- Function: river_battle
- Description: The battle is a river crossing battle
- Parameters: river_battle()
- Return: bool
- Function: mountain_chokepoint
- Description: The battle is a mountain chokepoint battle
- Parameters: mountain_chokepoint()
- Return: bool
- Function: ambush_battle
- Description: The battle is a ambush battle
- Parameters: ambush_battle()
- Return: bool
- Function: failed_ambush_battle
- Description: The battle is a failed ambush battle
- Parameters: failed_ambush_battle()
- Return: bool
- Function: night_battle
- Description: The battle is a night battle
- Parameters: night_battle()
- Return: bool
- Function: battle_type
- Description: The battle type. Asks a programmer for the battle type strings (found in campaign_battle_type_enum_ids, campaignbonusvalues.cpp)
- Parameters: battle_type()
- Return: string
- Function: battle_name
- Description: Return localised battle name, the same that is used in the Battle Loading screen.
- Parameters: battle_name()
- Return: string
- Function: attacker_strength
- Description: The relative strength of the attacker
- Parameters: attacker_strength()
- Return: float32
- Function: defender_strength
- Description: The relative strength of the defender
- Parameters: defender_strength()
- Return: float32
- Function: has_been_fought
- Description: True if the battle has been fought
- Parameters: has_been_fought()
- Return: bool
- Function: set_piece_battle_key
- Description: Returns the set piece battle key. Empty if this isn't a set piece battle
- Parameters: set_piece_battle_key()
- Return: String
- Function: battle_results
- Description: Returns battle results object for the pending battle
- Parameters: battle_results()
- Return: BATTLE_RESULTS_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if there are no battle results yet)
- Description: Battle results script interface.
- is_null_interface
- are_finalised
- winning_faction_key
- losing_faction_key
- attacker_main_army_start_units
- defender_main_army_start_units
- attacker_main_army_alive_units
- defender_main_army_alive_units
- attacker_start_number_of_men
- defender_start_number_of_men
- attacker_casualties
- defender_casualties
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: are_finalised
- Description: If results are finalised
- Parameters: are_finalised()
- Return: boolean
- Function: winning_faction_key
- Description: Returns the key of the winning faction or an empty string if battle results are not finalized or there is no winner for some reason.
- Parameters: winning_faction_key()
- Return: string
- Function: losing_faction_key
- Description: Returns the key of the losing faction or an empty string if battle results are not finalized or there is no winner for some reason.
- Parameters: losing_faction_key()
- Return: string
- Function: attacker_main_army_start_units
- Description: Start units in the main army of the attacker.
- Parameters: attacker_main_army_start_units()
- Return: int32
- Function: defender_main_army_start_units
- Description: Start units in the main army of the defender.
- Parameters: defender_main_army_start_units()
- Return: int32
- Function: attacker_main_army_alive_units
- Description: Alive units in the main army of the attacker.
- Parameters: attacker_main_army_alive_units()
- Return: int32
- Function: defender_main_army_alive_units
- Description: Alive units in the main army of the defender.
- Parameters: defender_main_army_alive_units()
- Return: int32
- Function: attacker_start_number_of_men
- Description: Starting number of men in the attacking side (including reinforcements)
- Parameters: attacker_start_number_of_men()
- Return: int32
- Function: defender_start_number_of_men
- Description: Starting number of men in the defending side (including reinforcements)
- Parameters: defender_start_number_of_men()
- Return: int32
- Function: attacker_casualties
- Description: Total lost men in the attacking side (including reinforcements)
- Parameters: attacker_casualties()
- Return: int32
- Function: defender_casualties
- Description: Total lost men in the defending side (including reinforcements)
- Parameters: defender_casualties()
- Return: int32
- Description: Mission script interface.
- is_null_interface
- model
- faction
- mission_record_key
- mission_issuer_record_key
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: model
- Description: Access to the campaign model interface
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: faction
- Description: Access to the faction interface
- Parameters: faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: mission_record_key
- Description: Returns the mission record key
- Parameters: mission_record_key()
- Return: String
- Function: mission_issuer_record_key
- Description: Returns the mission issuer record key
- Parameters: mission_issuer_record_key()
- Return: String
- Description: Unique Agent Details Script Interface.
- is_null_interface
- faction
- character
- agent_key
- charges
- charges_expended
- valid
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: faction
- Description: Returns the owning faction
- Parameters: faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: character
- Description: Returns the active character for this unique agent. Null if not spawned
- Parameters: character()
- Return: CHARACTER_SCRIPT_INTERFACE
- Function: agent_key
- Description: Returns the database record key for this unique agent.
- Parameters: agent_key()
- Return: String
- Function: charges
- Description: Returns the number of available charges.
- Parameters: charges()
- Return: card32
- Function: charges_expended
- Description: Returns the number of charges expended.
- Parameters: charges_expended()
- Return: card32
- Function: valid
- Description: True if this unique agent is valid to spawn.
- Parameters: valid()
- Return: bool
- Description: A list of unique agent details
- num_items
- item_at
- is_empty
- has_unique_agent_details
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: UNIQUE_AGENT_DETAILS_LIST_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Function: has_unique_agent_details
- Description: True if a unique agent details object of the same type is present
- Parameters: has_unique_agent_details(String record_key)
- Return: bool
- Description: Campaign AI script interface.
- is_null_interface
- strategic_stance_between_factions
- strategic_stance_between_factions_available
- strategic_stance_between_factions_promotion_or_blocking_is_set
- strategic_stance_between_factions_promotion_is_active
- strategic_stance_between_factions_promotion_current_level
- strategic_stance_between_factions_promotion_start_round
- strategic_stance_between_factions_promotion_start_level
- strategic_stance_between_factions_promotion_end_round
- strategic_stance_between_factions_promotion_end_level
- strategic_stance_between_factions_is_being_blocked
- strategic_stance_between_factions_is_being_blocked_until
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: strategic_stance_between_factions
- Description: Determine the strategic stance between two AI factions.
- Parameters: strategic_stance_between_factions(faction_being_queries, faction_that_is_being_considered)
- Return:
- Function: strategic_stance_between_factions_available
- Description: Determine if the strategic stance between two AI factions is available.
- Parameters: strategic_stance_between_factions_available(faction_being_queries, faction_that_is_being_considered)
- Return:
- Function: strategic_stance_between_factions_promotion_or_blocking_is_set
- Description: Determine if there is any currently active blocking or promotion set between factions.
- Parameters: strategic_stance_between_factions_promotion_or_blocking_is_set(faction_being_queries, faction_that_is_being_considered)
- Return:
- Function: strategic_stance_between_factions_promotion_is_active
- Description: Determine if there is any currently active promotion between factions for a given stance.
- Parameters: strategic_stance_between_factions_promotion_is_active(faction_being_queries, faction_that_is_being_considered, stance_by_number)
- Return:
- Function: strategic_stance_between_factions_promotion_current_level
- Description: Determine the current promotion level between factions for a given stance if set.
- Parameters: strategic_stance_between_factions_promotion_current_level(faction_being_queries, faction_that_is_being_considered, stance_by_number)
- Return:
- Function: strategic_stance_between_factions_promotion_start_round
- Description: Determine the start round on promotion between factions for a given stance if set.
- Parameters: strategic_stance_between_factions_promotion_start_round(faction_being_queries, faction_that_is_being_considered, stance_by_number)
- Return:
- Function: strategic_stance_between_factions_promotion_start_level
- Description: Determine the start level on promotion between factions for a given stance if set.
- Parameters: strategic_stance_between_factions_promotion_start_level(faction_being_queries, faction_that_is_being_considered, stance_by_number)
- Return:
- Function: strategic_stance_between_factions_promotion_end_round
- Description: Determine the end round on promotion between factions for a given stance if set.
- Parameters: strategic_stance_between_factions_promotion_end_round(faction_being_queries, faction_that_is_being_considered, stance_by_number)
- Return:
- Function: strategic_stance_between_factions_promotion_end_level
- Description: Determine the end level on promotion between factions for a given stance if set.
- Parameters: strategic_stance_between_factions_promotion_end_level(faction_being_queries, faction_that_is_being_considered, stance_by_number)
- Return:
- Function: strategic_stance_between_factions_is_being_blocked
- Description: Determine blocking is enabled between factions for a given stance if set.
- Parameters: strategic_stance_between_factions_is_being_blocked(faction_being_queries, faction_that_is_being_considered, stance_by_number)
- Return:
- Function: strategic_stance_between_factions_is_being_blocked_until
- Description: Determine when blocking is enabled too between factions for a given stance if set.
- Parameters: strategic_stance_between_factions_is_being_blocked_until(faction_being_queries, faction_that_is_being_considered, stance_by_number)
- Return:
- Description: Active Ritual Script Interface
- is_null_interface
- ritual_key
- ritual_chain_key
- is_part_of_chain
- target_faction
- cast_time
- cooldown_time
- expended_resources
- slave_cost
- ritual_sites
- ritual_category
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: ritual_key
- Description: Returns the ritual record key for this active ritual
- Parameters: ritual_key()
- Return: String
- Function: ritual_chain_key
- Description: Returns the ritual chain record key for this active ritual. Empty if it isn't part of a chain
- Parameters: ritual_chain_key()
- Return: String
- Function: is_part_of_chain
- Description: Is this active ritual part of a chain?
- Parameters: is_part_of_chain()
- Return: bool
- Function: target_faction
- Description: Faction target of this ritual
- Parameters: target_faction()
- Return: Faction
- Function: cast_time
- Description: Total cast time of this ritual
- Parameters: cast_time()
- Return: card32
- Function: cooldown_time
- Description: Total cooldown time of this ritual once cast
- Parameters: cooldown_time()
- Return: card32
- Function: expended_resources
- Description: Resource cost of this ritual at the time of commencement (not including slaves)
- Parameters: expended_resources()
- Return: card32
- Function: slave_cost
- Description: Slave cost of this ritual at the time of commencement
- Parameters: cost()
- Return: card32
- Function: ritual_sites
- Description: Ritual sites used to perform this ritual
- Parameters: ritual_sites()
- Return: REGION_LIST_SCRIPT_INTERFACE
- Function: ritual_category
- Description: Category of this ritual, or the category of its chain if it is part of a chain
- Parameters: ritual_chain()
- Return: String
- Description: A list of active ritual script interfaces
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: ACTIVE_RITUAL_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Faction Rituals Script Interface
- is_null_interface
- active_rituals
- ritual_status
- ritual_status_in_chain
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: active_rituals
- Description: all rituals actively being performed by this faction
- Parameters: active_rituals()
- Return: ACTIVE_RITUAL_LIST
- Function: ritual_status
- Description: status of the specified ritual for this faction
- Parameters: ritual_status(String ritual_record_key)
- Return: RITUAL_STATUS
- Function: ritual_status_in_chain
- Description: status of the specified ritual, in the specified chain, for this faction
- Parameters: ritual_status_in_chain(String ritual_record_key, String ritual_chain_record_key)
- Return: RITUAL_STATUS
- Description: Pooled Resource Factor Script Interface
- is_null_interface
- value
- percentage_of_capacity
- minimum_value
- maximum_value
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: value
- Description: Total value of this factor at the current time, potentially negative
- Parameters: value()
- Return: int32
- Function: percentage_of_capacity
- Description: Percentage of the total capacity in the bounds between min and max. For exammple if the pool had a range of -5, 5 and a value of 0 it would have a percentage of 50%
- Parameters: percentage_of_capacity()
- Return: int32
- Function: minimum_value
- Description: Minimum value of this factor, including any modifications from effects.
- Parameters: minimum_value()
- Return: int32
- Function: maximum_value
- Description: Maximum value of this factor, including any modifications from effects.
- Parameters: maximum_value()
- Return: int32
- Description: A list of pooled resource factor script interfaces
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: POOLED_RESOURCE_FACTOR
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Pooled Resource Script Interface
- is_null_interface
- key
- value
- percentage_of_capacity
- capacity_tier
- minimum_value
- maximum_value
- is_projected_to_go_negative
- income
- active_effect
- number_of_effect_types
- factors
- turns_of_shortage
- playthrough_total_income_all
- is_economy_resource
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: key
- Description: Record key for this resource pool
- Parameters: key()
- Return: string
- Function: value
- Description: Total value of this pool
- Parameters: value()
- Return: int32
- Function: percentage_of_capacity
- Description: Percentage of the total capacity in the bounds between min and max. For example if the pool had a range of -5,5 and a value of 0 it would have a percentage of 50%.
- Parameters: percentage_of_capacity()
- Return: int32
- Function: capacity_tier
- Description: Percentage of the total capacity in the bounds between min and max, set into tiers 0-3. Tiers are 0-24%, 25-49%, 50-74%, 75-100%.
- Parameters: capacity_tier()
- Return: int32
- Function: minimum_value
- Description: Minimum value of this pool. Including any modifications from effects
- Parameters: minimum_value()
- Return: int32
- Function: maximum_value
- Description: Maximum value of this pool. Including any modifications from effects
- Parameters: maximum_value()
- Return: int32
- Function: is_projected_to_go_negative
- Description: Returns whether this pooled resource is projected to go into the red next turn
- Parameters: is_projected_to_go_negative()
- Return: boolean
- Function: income
- Description: Returns the current income of this pooled resource
- Parameters: income()
- Return: int32
- Function: active_effect
- Description: Active effect bundle key of type for this faction. No effect of type active if it has an empty key
- Parameters: active_effect(card32 type)
- Return: String
- Function: number_of_effect_types
- Description: Number of possible effect types. Consistent between all pools.
- Parameters: number_of_effect_types()
- Return: card32
- Function: factors
- Description: All factors contributing to this pool. Unless the pool has persistent factors, only the factors of transactions for the current turn
- Parameters: factors()
- Return: POOLED_RESOURCE_FACTOR_LIST_SCRIPT_INTERFACE
- Function: turns_of_shortage
- Description: The number of turns for which this pool has been at its minimum with negative growth.
- Parameters: turns_of_shortage()
- Return: int32
- Function: playthrough_total_income_all
- Description: Get total received value of the given resource from the beginning of the game (all factors).
- Parameters: playthrough_total_income_all()
- Return: int32
- Function: is_economy_resource
- Description: Check if this is an economy resource
- Parameters: is_economy_resource()
- Return: bool
- Description: A list of pooled resource script interfaces
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: POOLED_RESOURCE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Resource Transaction Script Interface
- is_null_interface
- total_treasury_change
- total_resource_change
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: total_treasury_change
- Description: Total net treasury change applied by this resource transaction
- Parameters: total_treasury_change()
- Return: RESOURCE_TRANSACTION_SCRIPT_INTERFACE
- Function: total_resource_change
- Description: Total net change applied to the specified resource by this resource transaction
- Parameters: total_resource_change(String resource_key)
- Return: RESOURCE_TRANSACTION_SCRIPT_INTERFACE
- Description: Foreign Slot Script Interface
- is_null_interface
- slot_manager
- has_building
- building
- type_key
- template_key
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: slot_manager
- Description: Slot manager that contains this slot
- Parameters: slot_manager()
- Return: FOREIGN_SLOT_MANAGER_SCRIPT_INTERFACE
- Function: has_building
- Description: Wether this slot contains a building
- Parameters: has_building()
- Return: bool
- Function: building
- Description: key of the building in this slot
- Parameters: building()
- Return: String
- Function: type_key
- Description: key of the slot type
- Parameters: type_key()
- Return: String
- Function: template_key
- Description: key of the slot template
- Parameters: template_key()
- Return: String
- Description: A list of foreign slot script interfaces
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: FOREIGN_SLOT
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Foreign Slot Manager Script Interface
- is_null_interface
- faction
- region
- slots
- num_slots
- has_upgrade_available
- gdp
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: faction
- Description: Faction that owns this foreign slot
- Parameters: faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: region
- Description: Region where this foreign slot manager is located
- Parameters: region()
- Return: REGION_SCRIPT_INTERFACE
- Function: slots
- Description: Slots that the manager contains
- Parameters: slots()
- Return: SLOT_LIST_SCRIPT_INTERFACE
- Function: num_slots
- Description: Number of slots contained in this manager
- Parameters: num_slots()
- Return: card32
- Function: has_upgrade_available
- Description: Wether this slot manager has an upgrade available
- Parameters: has_upgrade_available()
- Return: bool
- Function: gdp
- Description: gdp provided by this slot manager
- Parameters: has_upgrade_available()
- Return: card32
- Description: A list of foreign slot manager script interfaces
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: FOREIGN_SLOT_MANAGER
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Contains entities that exist in the game god manager. Examples include gods and conflicts between them
- is_null_interface
- gods
- has_conflict
- num_conflict_participants
- num_conflict_participants_on_left
- num_conflict_participants_on_right
- conflict_participants
- conflict_participants_on_left
- conflict_participants_on_right
- god_by_key
- god_by_resource_key
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: gods
- Description: List of gods
- Parameters: gods()
- Return: GOD_LIST_SCRIPT_INTERFACE
- Function: has_conflict
- Description: Existence of devine conflict
- Parameters: has_conflict()
- Return: bool
- Function: num_conflict_participants
- Description: Number of gods participating in conflict
- Parameters: num_conflict_participants()
- Return: int
- Function: num_conflict_participants_on_left
- Description: Number of gods participating on left side of conflict
- Parameters: num_conflict_participants_on_left()
- Return: int
- Function: num_conflict_participants_on_right
- Description: Number of gods participating on right side of conflict
- Parameters: num_conflict_participants_on_right()
- Return: int
- Function: conflict_participants
- Description: List of gods participationg in conflict
- Parameters: conflict_participants()
- Return: GOD_LIST_SCRIPT_INTERFACE
- Function: conflict_participants_on_left
- Description: List of gods participationg on left side of conflict
- Parameters: conflict_participants_on_left()
- Return: GOD_LIST_SCRIPT_INTERFACE
- Function: conflict_participants_on_right
- Description: List of gods participationg on right side of conflict
- Parameters: conflict_participants_on_right()
- Return: GOD_LIST_SCRIPT_INTERFACE
- Function: god_by_key
- Description: Returns a faction script interface, by key
- Parameters: god_by_key("zeus")
- Return: GOD_SCRIPT_INTERFACE
- Function: god_by_resource_key
- Description: Returns a faction script interface, by key
- Parameters: god_by_resource_key("")
- Return: GOD_SCRIPT_INTERFACE
- Description: Contains entities that exist in the game god
- is_null_interface
- name
- resource_key
- participate_in_conflict
- turns_since_joined_conflict
- total_favor
- favor_to_faction
- conflict_side
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: name
- Description: The god's name
- Parameters: name()
- Return: string
- Function: resource_key
- Description: Pooled ressource key assigned to god
- Parameters: resource_key()
- Return: string
- Function: participate_in_conflict
- Description: is god participating in conflict
- Parameters: participate_in_conflict()
- Return: bool
- Function: turns_since_joined_conflict
- Description: turns since god has been joined conflict
- Parameters: turns_since_joined_conflict()
- Return: int
- Function: total_favor
- Description: total favor for god (from all factions)
- Parameters: total_favor()
- Return: int
- Function: favor_to_faction
- Description: god favor to faction
- Parameters: favor_to_faction(faction_key)
- Return: int
- Function: conflict_side
- Description: side of conflict: left, right, neutral
- Parameters: conflict_side()
- Return: String
- Description: A list of god script interfaces
- num_items
- item_at
- is_empty
- Function: num_items
- Description: Returns the number of items in the list
- Parameters: num_items()
- Return: positive int
- Function: item_at
- Description: Returns the item at the index. Make sure the index is between 0 and (max items - 1)
- Parameters: positive int
- Return: GOD
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool