Warhammer 3 Events & Interfaces
Events
- AreaEntered
- AreaExited
- BattleBeingFought
- BattleCompleted
- BattleCompletedCameraMove
- BuildingCancelled
- BuildingCompleted
- BuildingConstructionIssuedByPlayer
- BuildingLifecycleDevelops
- CampaignArmiesMerge
- CampaignBuildingDamaged
- CampaignCoastalAssaultOnCharacter
- CampaignCoastalAssaultOnGarrison
- CampaignEffectsBundleAwarded
- CaravanCompleted
- CaravanEvent
- CaravanMoved
- CaravanRecruited
- CaravanReturned
- CaravanSpawned
- CaravanWaylaid
- CharacterAncillaryGained
- CharacterArmoryItemEquipped
- CharacterArmoryItemEvent
- CharacterArmoryItemUnequipped
- CharacterArmoryItemUnlocked
- CharacterAttacksAlly
- CharacterBecomesFactionLeader
- CharacterBesiegesSettlement
- CharacterBlockadedPort
- CharacterBrokePortBlockade
- CharacterCanLiberate
- CharacterCandidateBecomesMinister
- CharacterCapturedSettlementUnopposed
- CharacterCharacterTargetAction
- CharacterComesOfAge
- CharacterCompletedBattle
- CharacterConvalescedOrKilled
- CharacterCreated
- CharacterDestroyed
- CharacterDiscovered
- CharacterDisembarksNavy
- CharacterEmbarksNavy
- CharacterEntersAttritionalArea
- CharacterEntersGarrison
- CharacterEvent
- CharacterFactionCompletesResearch
- CharacterFamilyRelationDied
- CharacterFinishedMovingEvent
- CharacterGarrisonTargetAction
- CharacterGarrisonTargetEvent
- CharacterInfoPanelOpened
- CharacterInitiativeActivationChangedEvent
- CharacterInitiativeEvent
- CharacterLeavesGarrison
- CharacterLoanedEvent
- CharacterLootedSettlement
- CharacterMarriage
- CharacterMilitaryForceTraditionPointAllocated
- CharacterMilitaryForceTraditionPointAvailable
- CharacterParticipatedAsSecondaryGeneralInBattle
- CharacterPerformsActionAgainstFriendlyTarget
- CharacterPerformsSettlementOccupationDecision
- CharacterPostBattleCaptureOption
- CharacterPostBattleEnslave
- CharacterPostBattleRelease
- CharacterPostBattleSlaughter
- CharacterPromoted
- CharacterRankUp
- CharacterRankUpNeedsAncillary
- CharacterRazedSettlement
- CharacterRecruited
- CharacterRelativeKilled
- CharacterSackedSettlement
- CharacterSelected
- CharacterSkillPointAllocated
- CharacterSkillPointAvailable
- CharacterTargetEvent
- CharacterTurnEnd
- CharacterTurnStart
- CharacterWaaaghOccurred
- CharacterWithdrewFromBattle
- ClanBecomesVassal
- ClimatePhaseChange
- CorruptionCounterIntervalEvent
- DebugCharacterEvent
- DebugFactionEvent
- DebugRegionEvent
- DilemmaChoiceMadeEvent
- DilemmaEvent
- DilemmaGenerationFailedEvent
- DilemmaIssued
- DiplomacyManipulationExecutedEvent
- DiplomaticOfferRejected
- EventFeedEventRecordedEvent
- FactionAboutToEndTurn
- FactionBecomesActiveHuman
- FactionBecomesIdleHuman
- FactionBecomesLiberationVassal
- FactionBeginTurnPhaseNormal
- FactionBribesUnit
- FactionCharacterTagAddedEvent
- FactionCharacterTagEntryEvent
- FactionCharacterTagRemovedEvent
- FactionCivilWarOccured
- FactionCookedDish
- FactionEncountersOtherFaction
- FactionEvent
- FactionGainedAncillary
- FactionGovernmentTypeChanged
- FactionJoinsConfederation
- FactionLeaderDeclaresWar
- FactionLeaderIssuesEdict
- FactionLeaderSignsPeaceTreaty
- FactionLiberated
- FactionRoundStart
- FactionSubjugatesOtherFaction
- FactionTurnEnd
- FactionTurnStart
- FirstTickAfterNewCampaignStarted
- FirstTickAfterWorldCreated
- ForceAdoptsStance
- ForeignBuildingCancelled
- ForeignSlotBuildingCompleteEvent
- ForeignSlotBuildingDamagedEvent
- ForeignSlotManagerCreatedEvent
- ForeignSlotManagerDiscoveredEvent
- ForeignSlotManagerRemovedEvent
- GarrisonAttackedEvent
- GarrisonOccupiedEvent
- GarrisonResidenceEvent
- GarrisonResidenceExposedToFaction
- GovernorAssignedCharacterEvent
- HaveCharacterWithinRangeOfPositionMissionEvaluationResultEvent
- ImprisonmentEvent
- ImprisonmentRejectionEvent
- IncidentEvent
- IncidentFailedEvent
- IncidentOccuredEvent
- LandTradeRouteRaided
- MilitaryForceBuildingCancelled
- MilitaryForceBuildingCompleteEvent
- MilitaryForceCreated
- MilitaryForceDevelopmentPointChange
- MilitaryForceInfectionEvent
- MissionCancelled
- MissionEvent
- MissionFailed
- MissionGenerationFailed
- MissionIssued
- MissionNearingExpiry
- MissionStatusEvent
- MissionSucceeded
- MovementPointsExhausted
- MultiTurnMove
- NegativeDiplomaticEvent
- NewCampaignStarted
- NewCharacterEnteredRecruitmentPool
- NominalDifficultyLevelChangedEvent
- PendingBankruptcy
- PendingBattle
- PooledResourceChanged
- PooledResourceEffectChangedEvent
- PooledResourceEvent
- PooledResourceThresholdOperationReached
- PositiveDiplomaticEvent
- PrisonActionTakenEvent
- ProvinceGovernorAppointed
- ProvinceGovernorMoved
- ProvinceGovernorshipNewDecisionAvailable
- QueryShouldWaylayCaravan
- QueryTeleportationNetworkHandoverNodeClosure
- QueryTeleportationNetworkShouldHandoverCharacterNodeClosure
- RecruitmentItemCancelledByPlayer
- RecruitmentItemIssuedByPlayer
- RegionAbandonedWithBuildingEvent
- RegionBuildingCancelled
- RegionEvent
- RegionFactionChangeEvent
- RegionInfectionEvent
- RegionIssuesDemands
- RegionPlagueStateChanged
- RegionRebels
- RegionRiots
- RegionSelected
- RegionSlotEvent
- RegionStrikes
- RegionTurnEnd
- RegionTurnStart
- ResearchCompleted
- ResearchStarted
- RitualCancelledEvent
- RitualCompletedEvent
- RitualEvent
- RitualStartedEvent
- RitualsCompletedAndDelayedEvent
- ScriptedCharacterUnhidden
- ScriptedCharacterUnhiddenFailed
- SeaTradeRouteRaided
- SettlementSelected
- SharedStateChanged
- SharedStateRemoved
- SlotOpens
- SlotRoundStart
- SlotSelected
- SlotTurnStart
- SpawnableForceCreatedEvent
- StreakEffectLevelsEntered
- TeleportationNetworkCharacterInteractionStarted
- TeleportationNetworkCharacterNodeClosureHandedOver
- TeleportationNetworkMoveCompleted
- TeleportationNetworkMoveStart
- TeleportationNetworkNodeClosed
- TeleportationNetworkNodeEvent
- TeleportationNetworkNodeOpened
- TradeNodeConnected
- TradeRouteEstablished
- TriggerPostBattleAncillaries
- UITrigger
- UniqueAgentDespawned
- UniqueAgentEvent
- UniqueAgentSpawned
- UnitCompletedBattle
- UnitConverted
- UnitCreated
- UnitDisbanded
- UnitEffectPurchased
- UnitEffectUnpurchased
- UnitEvent
- UnitMergedAndDestroyed
- UnitSelectedCampaign
- UnitTrained
- UnitTurnEnd
- WarCoordinationRequestIssued
- WoMCompassUserActionTriggeredEvent
- WoMCompassUserDirectionSelectedEvent
- WorldCreated
- WorldStartRound
Interfaces
- ACTIVE_RITUAL_LIST_SCRIPT_INTERFACE
- ACTIVE_RITUAL_SCRIPT_INTERFACE
- ARMORY_SCRIPT_INTERFACE
- BONUS_VALUES_SCRIPT_INTERFACE
- BUILDING_LIST_SCRIPT_INTERFACE
- BUILDING_SCRIPT_INTERFACE
- CAMPAIGN_AI_SCRIPT_INTERFACE
- CAMPAIGN_DILEMMA_BUILDER_SCRIPT_INTERFACE
- CAMPAIGN_MISSION_SCRIPT_INTERFACE
- CAMPAIGN_PAYLOAD_BUILDER_SCRIPT_INTERFACE
- CARAVANS_SYSTEM_SCRIPT_INTERFACE
- CARAVAN_LIST_SCRIPT_INTERFACE
- CARAVAN_RECRUITMENT_ITEM_LIST_SCRIPT_INTERFACE
- CARAVAN_RECRUITMENT_ITEM_SCRIPT_INTERFACE
- CARAVAN_SCRIPT_INTERFACE
- CHARACTER_DETAILS_LIST_SCRIPT_INTERFACE
- CHARACTER_DETAILS_SCRIPT_INTERFACE
- CHARACTER_IMPRISONMENT_REJECTION_REASON_MASK_SCRIPTING_INTERFACE
- CHARACTER_INITIATIVE_LIST_SCRIPT_INTERFACE
- CHARACTER_INITIATIVE_SCRIPT_INTERFACE
- CHARACTER_INITIATIVE_SET_LIST_SCRIPT_INTERFACE
- CHARACTER_INITIATIVE_SET_SCRIPT_INTERFACE
- CHARACTER_INITIATIVE_STATUS_SCRIPT_INTERFACE
- CHARACTER_LIST_SCRIPT_INTERFACE
- CHARACTER_OBSERVATION_OPTIONS_SCRIPT_INTERFACE
- CHARACTER_SCRIPT_INTERFACE
- COOKING_DISH_SCRIPT_INTERFACE
- COOKING_SYSTEM_SCRIPT_INTERFACE
- CUSTOM_EFFECT_BUNDLE_SCRIPT_INTERFACE
- DEBUG_DRAWING_SCRIPT_INTERFACE
- EFFECT_BUNDLE_LIST_SCRIPT_INTERFACE
- EFFECT_BUNDLE_SCRIPT_INTERFACE
- EFFECT_LIST_SCRIPT_INTERFACE
- EFFECT_SCRIPT_INTERFACE
- FACTION_CARAVANS_SCRIPT_INTERFACE
- FACTION_CHARACTER_TAGGING_SYSTEM_SCRIPT_INTERFACE
- FACTION_CHARACTER_TAG_ENTRY_LIST_SCRIPT_INTERFACE
- FACTION_CHARACTER_TAG_ENTRY_SCRIPT_INTERFACE
- FACTION_COOKING_INFO_SCRIPT_INTERFACE
- FACTION_LIST_SCRIPT_INTERFACE
- FACTION_PROVINCE_MANAGER_LIST_SCRIPT_INTERFACE
- FACTION_PROVINCE_MANAGER_SCRIPT_INTERFACE
- FACTION_RITUALS_SCRIPT_INTERFACE
- FACTION_SCRIPT_INTERFACE
- FAMILY_MEMBER_LIST_SCRIPT_INTERFACE
- FAMILY_MEMBER_SCRIPT_INTERFACE
- FOREIGN_SLOT_LIST_SCRIPT_INTERFACE
- FOREIGN_SLOT_MANAGER_LIST_SCRIPT_INTERFACE
- FOREIGN_SLOT_MANAGER_SCRIPT_INTERFACE
- FOREIGN_SLOT_SCRIPT_INTERFACE
- GARRISON_RESIDENCE_SCRIPT_INTERFACE
- MILITARY_FORCE_LIST_SCRIPT_INTERFACE
- MILITARY_FORCE_SCRIPT_INTERFACE
- MILITARY_FORCE_SLOT_SCRIPT_INTERFACE
- MILITARY_FORCE_TYPE_SCRIPT_INTERFACE
- MODEL_SCRIPT_INTERFACE
- MODIFY_RITUAL_PERFORMING_CHARACTER_LIST_SCRIPT_INTERFACE
- MODIFY_RITUAL_PERFORMING_CHARACTER_SCRIPT_INTERFACE
- MODIFY_RITUAL_SETUP_SCRIPT_INTERFACE
- MODIFY_RITUAL_TARGET_SCRIPT_INTERFACE
- NULL_SCRIPT_INTERFACE
- OBSERVATION_OPTIONS_SCRIPT_INTERFACE
- PENDING_BATTLE_SCRIPT_INTERFACE
- PLAGUE_SCRIPT_INTERFACE
- POOLED_RESOURCE_FACTOR_LIST_SCRIPT_INTERFACE
- POOLED_RESOURCE_FACTOR_SCRIPT_INTERFACE
- POOLED_RESOURCE_LIST_SCRIPT_INTERFACE
- POOLED_RESOURCE_MANAGER_SCRIPT_INTERFACE
- POOLED_RESOURCE_SCRIPT_INTERFACE
- PRISON_SYSTEM_SCRIPT_INTERFACE
- PROVINCE_LIST_SCRIPT_INTERFACE
- PROVINCE_SCRIPT_INTERFACE
- REGION_DATA_LIST_SCRIPT_INTERFACE
- REGION_DATA_SCRIPT_INTERFACE
- REGION_LIST_SCRIPT_INTERFACE
- REGION_MANAGER_SCRIPT_INTERFACE
- REGION_SCRIPT_INTERFACE
- RESOURCE_TRANSACTION_SCRIPT_INTERFACE
- RITUAL_PERFORMING_CHARACTER_LIST_SCRIPT_INTERFACE
- RITUAL_PERFORMING_CHARACTER_SCRIPT_INTERFACE
- RITUAL_PERFORMING_CHARACTER_STATUS_SCRIPT_INTERFACE
- RITUAL_SETUP_SCRIPT_INTERFACE
- RITUAL_STATUS_SCRIPT_INTERFACE
- RITUAL_TARGET_FACTION_STATUS_SCRIPT_INTERFACE
- RITUAL_TARGET_MILITARY_FORCE_STATUS_SCRIPT_INTERFACE
- RITUAL_TARGET_REGION_STATUS_SCRIPT_INTERFACE
- RITUAL_TARGET_SCRIPT_INTERFACE
- ROUTE_NETWORK_SCRIPT_INTERFACE
- ROUTE_NODE_LIST_SCRIPT_INTERFACE
- ROUTE_NODE_SCRIPT_INTERFACE
- ROUTE_PATH_SCRIPT_INTERFACE
- ROUTE_POSITION_SCRIPT_INTERFACE
- ROUTE_SEGMENT_LIST_SCRIPT_INTERFACE
- ROUTE_SEGMENT_SCRIPT_INTERFACE
- SEA_REGION_LIST_SCRIPT_INTERFACE
- SEA_REGION_MANAGER_SCRIPT_INTERFACE
- SEA_REGION_SCRIPT_INTERFACE
- SETTLEMENT_SCRIPT_INTERFACE
- SHARED_STATES_MANAGER_SCRIPT_INTERFACE
- SLOT_LIST_SCRIPT_INTERFACE
- SLOT_SCRIPT_INTERFACE
- TELEPORTATION_NETWORK_LIST_SCRIPT_INTERFACE
- TELEPORTATION_NETWORK_SCRIPT_INTERFACE
- TELEPORTATION_NETWORK_SYSTEM_SCRIPT_INTERFACE
- TELEPORTATION_NODE_LIST_SCRIPT_INTERFACE
- TELEPORTATION_NODE_RECORD_LIST_SCRIPT_INTERFACE
- TELEPORTATION_NODE_RECORD_SCRIPT_INTERFACE
- TELEPORTATION_NODE_SCRIPT_INTERFACE
- UNIQUE_AGENT_DETAILS_LIST_SCRIPT_INTERFACE
- UNIQUE_AGENT_DETAILS_SCRIPT_INTERFACE
- UNIT_LIST_SCRIPT_INTERFACE
- UNIT_PURCHASABLE_EFFECT_LIST_SCRIPT_INTERFACE
- UNIT_PURCHASABLE_EFFECT_SCRIPT_INTERFACE
- UNIT_SCRIPT_INTERFACE
- WAR_COORDINATION_SCRIPT_INTERFACE
- WOM_COMPASS_SCRIPT_INTERFACE
- WORLD_SCRIPT_INTERFACE
Event Functions
-
- Function Name: area_key
- Interface: NONE
- Description: Key of the area triggered
- Function Name: family_member
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Family member of the character that entered the area
-
- Function Name: area_key
- Interface: NONE
- Description: ID of the area triggered
- Function Name: family_member
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Family member of the character that exited the area
-
- Function Name: is_autoresolved
- Interface: none
- Description: Is the battle being fought autoresolved
-
- Function Name: model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
-
- 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: 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: 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: previous
- Interface: NONE
- Description: Record key of the previous lifecycle building level
- Function Name: current
- Interface: BUILDING_SCRIPT_INTERFACE
- Description: Record key of the current lifecycle building level. Empty if the building has been destroyed
- Function Name: has_restarted
- Interface: NONE
- Description: Is this building restarting its lifecycle?
- Function Name: has_ended
- Interface: NONE
- Description: Has this building completed its lifecycle and is not restarting?
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Region that contains this building
-
- 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 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: 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: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: cargo
- Interface: NONE
- Description: Amount of cargo the caravan was completed with
- Function Name: cargo_value
- Interface: NONE
- Description: Total value the caravan cargo was sold for
- Function Name: complete_position
- Interface: NONE
- Description: Route position that the journey was completed at
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: caravan_master
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Access the caravan master in the event
- Function Name: caravan
- Interface: CARAVAN_SCRIPT_INTERFACE
- Description: Access the caravan in the event. Warning: This is a lookup
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: caravan_master
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Access the caravan master in the event
- Function Name: caravan
- Interface: CARAVAN_SCRIPT_INTERFACE
- Description: Access the caravan in the event. Warning: This is a lookup
-
- Function Name: from
- Interface: ROUTE_POSITION_SCRIPT_INTERFACE
- Description: The route position the caravan move from
- Function Name: to
- Interface: ROUTE_POSITION_SCRIPT_INTERFACE
- Description: The route position the caravan move to
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: caravan_master
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Access the caravan master in the event
- Function Name: caravan
- Interface: CARAVAN_SCRIPT_INTERFACE
- Description: Access the caravan in the event. Warning: This is a lookup
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: caravan_master
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Access the caravan master in the event
- Function Name: caravan
- Interface: CARAVAN_SCRIPT_INTERFACE
- Description: Access the caravan in the event. Warning: This is a lookup
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: caravan_master
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Access the caravan master in the event
- Function Name: caravan
- Interface: CARAVAN_SCRIPT_INTERFACE
- Description: Access the caravan in the event. Warning: This is a lookup
-
- Function Name: cargo
- Interface: NONE
- Description: Amount of cargo the caravan was spawned with
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: caravan_master
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Access the caravan master in the event
- Function Name: caravan
- Interface: CARAVAN_SCRIPT_INTERFACE
- Description: Access the caravan in the event. Warning: This is a lookup
-
- Function Name: context
- Interface: NONE
- Description: Context string provided by script when the caravan was flagged
- Function Name: from
- Interface: ROUTE_POSITION_SCRIPT_INTERFACE
- Description: The route position the caravan move from
- Function Name: to
- Interface: ROUTE_POSITION_SCRIPT_INTERFACE
- Description: The route position the caravan move to
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: caravan_master
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Access the caravan master in the event
- Function Name: caravan
- Interface: CARAVAN_SCRIPT_INTERFACE
- Description: Access the caravan in the event. Warning: This is a lookup
-
- Function Name: ancillary
- Interface: NONE
- Description: Access the ancillary gained
-
- Function Name: item_variant_key
- Interface: NONE
- Description: Key of the armory item variant equipped
-
- Function Name: item_variant_key
- Interface: NONE
- Description: Key of the armory item variant equipped
-
- Function Name: item_variant_key
- Interface: NONE
- Description: Key of the armory item variant equipped
-
- Function Name: armory_item
- Interface: NONE
- Description: Access the unlocked armory item
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character 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: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region 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: 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: 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: 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: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character 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: 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: family_member
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Family Member of the character that was destroyed
-
- 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: 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: 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: was_flee
- Interface: NONE
- Description: Was the movement a result of fleeing?
-
- 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: 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: active
- Interface: NONE
- Description: Whether the initiative is now active or not
- Function Name: initiative
- Interface: CHARACTER_INITIATIVE_SCRIPT_INTERFACE
- Description: Initiative interface
- Function Name: initiative_set
- Interface: CHARACTER_INITIATIVE_SET_SCRIPT_INTERFACE
- Description: Initiative set interface
-
- Function Name: initiative
- Interface: CHARACTER_INITIATIVE_SCRIPT_INTERFACE
- Description: Initiative interface
- Function Name: initiative_set
- Interface: CHARACTER_INITIATIVE_SET_SCRIPT_INTERFACE
- Description: Initiative set 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: original_faction
- Interface: NONE
- Description: Access the original faction
-
- 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: 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: 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: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: occupation_decision
- Interface: NONE
- Description: Access the key for the culture_settlement_occupation_option record in the event
- Function Name: settlement_option
- Interface: NONE
- Description: Access the settlement option key for the culture_settlement_occupation_option record in the event
- Function Name: occupation_decision_type
- Interface: NONE
- Description: Access the occuptation type key for the event
- Function Name: previous_owner
- Interface: NONE
- Description: Access the previous owner faction key. Empty if rebels
- Function Name: previous_owner_subculture
- Interface: NONE
- Description: Access the previous owner subculture key. Empty if rebels
- Function Name: previous_owner_culture
- Interface: NONE
- Description: Access the previous owner culture key. Empty if rebels
- 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: get_record_key
- Interface: NONE
- Description: Returns the post battle captive option record.
- Function Name: get_outcome_key
- Interface: NONE
- Description: Returns the outcome key of the selected captive option.
-
- 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: 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: 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: 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: skill_point_spent_on
- Interface: NONE
- Description: Access the skill allocated
-
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character 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: 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: 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: world
- Interface: WORLD_SCRIPT_INTERFACE
- Description: Access the world in the event
-
- Function Name: counter
- Interface: NONE
- Description: The counter record
- Function Name: interval
- Interface: NONE
- Description: The interval record
- Function Name: is_entrance
- Interface: NONE
- Description: Was the interval entered?
- Function Name: is_lower_bound
- Interface: NONE
- Description: Was the interval entered/exited from the lower bound?
-
- Function Name: id
- Interface: NONE
- Description: Access event id
-
- Function Name: id
- Interface: NONE
- Description: Access event id
-
- Function Name: id
- Interface: NONE
- Description: Access event id
-
- Function Name: choice_key
- Interface: NONE
- Description: Access the choice made for the dilemma in the event
- Function Name: choice
- Interface: NONE
- Description: Index of 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: 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: 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: 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: performing_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the performing faction in the event
- Function Name: diplomacy_target_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the target faction in the event
- Function Name: diplomacy_manipulation_category
- Interface: NONE
- Description: Access the diplomacy manipulation category in the event
-
- 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: event_key
- Interface: NONE
- Description: The database record key of the event that was recorded
-
- 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: 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: 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: ancillary
- Interface: NONE
- Description: Access the unit bribed by the faction
-
- Function Name: tagging_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Faction that owns the tag
- Function Name: tag_entry
- Interface: FACTION_CHARACTER_TAG_ENTRY_SCRIPT_INTERFACE
- Description: Faction character tag interface
-
- Function Name: tagging_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Faction that owns the tag
- Function Name: tag_entry
- Interface: FACTION_CHARACTER_TAG_ENTRY_SCRIPT_INTERFACE
- Description: Faction character tag interface
-
- Function Name: tagging_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Faction that owns the tag
- Function Name: tag_entry
- Interface: FACTION_CHARACTER_TAG_ENTRY_SCRIPT_INTERFACE
- Description: Faction character tag interface
-
- 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: dish
- Interface: COOKING_DISH_SCRIPT_INTERFACE
- Description: Access the dish that was cooked
- 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: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: ancillary
- Interface: NONE
- Description: Access the ancillary gained by the faction
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction 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: 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: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character 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: other_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the other faction 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: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: model
- Interface: MODEL_SCRIPT_INTERFACE
- Description: Access the model in the event
-
- Function Name: world
- Interface: WORLD_SCRIPT_INTERFACE
- Description: Access the world 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: slot
- Interface: FOREIGN_SLOT_SCRIPT_INTERFACE
- Description: Access the building slot in the event
- Function Name: key
- Interface: NONE
- Description: Key of the canceld building
- Function Name: chain
- Interface: NONE
- Description: Chain of the canceld building
- Function Name: superchain
- Interface: NONE
- Description: Superchain of the canceld building
-
- Function Name: building
- Interface: NONE
- Description: Key of the building constructed
- Function Name: slot_manager
- Interface: FOREIGN_SLOT_MANAGER_SCRIPT_INTERFACE
- Description: Slot manager for this slot
-
- Function Name: building
- Interface: NONE
- Description: Key of the building damaged
-
- Function Name: requesting_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Faction script interface for the requesting faction that created the slot manager.
- Function Name: slot_owner
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Faction script interface for the slot owner.
- Function Name: is_allied
- Interface: NONE
- Description: Whether the slot manager is allied or not.
-
- Function Name: owner
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Faction script interface for the foreign slot manager's owner
- Function Name: discoveree
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Faction script interface for the faction that discovered the foreign slot manager
- Function Name: slot_manager
- Interface: FOREIGN_SLOT_MANAGER_SCRIPT_INTERFACE
- Description: Slot manager for this event
-
- Function Name: owner
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Faction script interface for the foreign slot manager's owner
- Function Name: remover
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Faction script interface for the faction that discovered the foreign slot manager
- Function Name: cause_was_razing
- Interface: FOREIGN_SLOT_MANAGER_SCRIPT_INTERFACE
- Description: Whether this event was caused by a raze 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: 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: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the garrison residence in the event
-
- 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: 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: mission_key
- Interface: NONE
- Description: Will return the key for the mission that was evaluated.
- Function Name: mission_cqi
- Interface: NONE
- Description: Will return the CQI for the mission that was evaluated.
- Function Name: was_successful
- Interface: NONE
- Description: Will return whether the character fulfilled the missions completion conditions or not.
- Function Name: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: prisoner_family_member
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Access the prisoner in the event
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: prisoner_family_member
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Access the prisoner in the event
- Function Name: rejection_reasons
- Interface: CHARACTER_IMPRISONMENT_REJECTION_REASON_MASK_SCRIPTING_INTERFACE
- Description: Access the reasons beyond the rejection
- 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: 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: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: record_key
- Interface: NONE
- Description: Get the name of the INCIDENT_RECORD that is associated with this 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: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: slot
- Interface: MILITARY_FORCE_SLOT_SCRIPT_INTERFACE
- Description: Access the building slot in the event
- Function Name: key
- Interface: NONE
- Description: Key of the canceld building
- Function Name: chain
- Interface: NONE
- Description: Chain of the canceld building
- Function Name: superchain
- Interface: NONE
- Description: Superchain of the canceld building
-
- Function Name: building
- Interface: NONE
- Description: Key of the building constructed
-
- Function Name: military_force_created
- Interface: MILITARY_FORCE_SCRIPT_INTERFACE
- Description: Access the military force created
-
- 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: target_force
- Interface: MILITARY_FORCE_SCRIPT_INTERFACE
- Description: The target military force
- Function Name: is_creation
- Interface: NONE
- Description: Has the infection been created or has it expired
- Function Name: plague
- Interface: PLAGUE_SCRIPT_INTERFACE
- Description: The plague interface
- 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: 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: mission
- Interface: NONE
- Description: Access the ID of the mission
-
- 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: 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: 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: 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: 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: FACTION_SCRIPT_INTERFACE
- Description: Was the event a broken alliance?
- Function Name: was_military_alliance
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Was the event a broken military alliance?
- Function Name: was_defensive_alliance
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Was the event a broken defensive alliance?
- Function Name: is_war
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Was the event a declaration of war?
- Function Name: was_military_access
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Was the event ending military access?
- Function Name: was_trade_agreement
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Was the event ending a trade agreement?
- Function Name: was_non_aggression_pact
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Was the event breaking a non-aggression pact?
- Function Name: was_vassalage
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Was the event breaking a vassalage?
- Function Name: proposer_was_vassal
- Interface: FACTION_SCRIPT_INTERFACE
- Description: When the event was breaking a vassalage, was the proposer the vassal, or was the recipient?
- Function Name: result_of_confederation
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Was the negative event the result of the faction being confederated?
-
- Function Name: 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: 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: 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: factor
- Interface: POOLED_RESOURCE_FACTOR_SCRIPT_INTERFACE
- Description: Factor of the pooled resource change
- Function Name: amount
- Interface: NONE
- Description: Amount the pooled resource has changed by
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction that owns the resource
- Function Name: has_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Does a faction own the resource? This is true for faction, character, military force pooled resources etc, false for provinces and others.
- Function Name: resource
- Interface: POOLED_RESOURCE_SCRIPT_INTERFACE
- Description: Access the resource interface
-
- 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: has_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Does a faction own the resource? This is true for faction, character, military force pooled resources etc, false for provinces and others.
- Function Name: resource
- Interface: POOLED_RESOURCE_SCRIPT_INTERFACE
- Description: Access the resource interface
-
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction that owns the resource
- Function Name: has_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Does a faction own the resource? This is true for faction, character, military force pooled resources etc, false for provinces and others.
- Function Name: resource
- Interface: POOLED_RESOURCE_SCRIPT_INTERFACE
- Description: Access the resource interface
-
- Function Name: pooled_threshold_operation_record
- Interface: NONE
- Description: Access pooled resource threshold operation record
-
- 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_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: 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_state_gift
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Is the event a state gift?
- Function Name: state_gift_amount
- Interface: FACTION_SCRIPT_INTERFACE
- Description: What's the value of the gift?
-
- Function Name: prisoner_family_member
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Access the prisoner in the event
- Function Name: action_key
- Interface: String
- Description: Access the action key in the event
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: province
- Interface: PROVINCE_SCRIPT_INTERFACE
- Description: Access the province in the event
- Function Name: family_member
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Access the family member interface of the governor character
-
- Function Name: from_province
- Interface: PROVINCE_SCRIPT_INTERFACE
- Description: Access the province being moved from
- Function Name: to_province
- Interface: PROVINCE_SCRIPT_INTERFACE
- Description: Access the province being moved to
- Function Name: family_member
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Access the family member interface of the governor character
-
- Function Name: province
- Interface: PROVINCE_SCRIPT_INTERFACE
- Description: Access the province in the event
- Function Name: campaign_decision_record
- Interface: NONE
- Description: Access the campaign_decision record in the event
-
- Function Name: flag_for_waylay
- Interface: NONE
- Description: flag_for_waylay(String context); If called, will set the waylay flag for this caravan. Expects a string paramater to provide context for followup events. The move will be interrupted and script takes responsibility for what happens to the caravan this turn
- Function Name: from
- Interface: ROUTE_POSITION_SCRIPT_INTERFACE
- Description: The route position the caravan move from
- Function Name: to
- Interface: ROUTE_POSITION_SCRIPT_INTERFACE
- Description: The route position the caravan move to
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
- Function Name: caravan_master
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Access the caravan master in the event
- Function Name: caravan
- Interface: CARAVAN_SCRIPT_INTERFACE
- Description: Access the caravan in the event. Warning: This is a lookup
-
- Function Name: node_key
- Interface: NONE
- Description: Key of the nodes database record
- Function Name: template_key
- Interface: NONE
- Description: Key of the nodes template record
- Function Name: node_record
- Interface: TELEPORTATION_NODE_RECORD_SCRIPT_INTERFACE
- Description: Node record script interface
-
- Function Name: character_family_member
- Interface: TELEPORTATION_NODE_RECORD_SCRIPT_INTERFACE
- Description: Family member script interface of the closing character
- Function Name: flag_for_script_handover
- Interface: NONE
- Description: Call to suppress closure of the node from code and have script take responsibility for it
-
- Function Name: main_unit_record
- Interface: NONE
- Description: Access unit record
-
- 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: 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: slot
- Interface: SLOT_SCRIPT_INTERFACE
- Description: Access the building slot in the event
- Function Name: key
- Interface: NONE
- Description: Key of the canceld building
- Function Name: chain
- Interface: NONE
- Description: Chain of the canceld building
- Function Name: superchain
- Interface: NONE
- Description: Superchain of the canceld building
-
- 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: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region in the event
-
- Function Name: target_region
- Interface: REGION_SCRIPT_INTERFACE
- Description: The target region
- Function Name: is_creation
- Interface: NONE
- Description: Has the infection been created or has it expired
- Function Name: plague
- Interface: PLAGUE_SCRIPT_INTERFACE
- Description: The plague interface
- 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 in the event
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region in the event
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region in the event
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region 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: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region in the event
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region in the event
-
- Function Name: region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Access the region 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: 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: 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: 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: 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: 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: rituals
- Interface: ACTIVE_RITUAL_LIST_SCRIPT_INTERFACE
- Description: The active rituals that have been delayed
-
- 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: character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the character in the event
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the garrison residence in the event
-
- Function Name: key
- Interface: NONE
- Description: Access key of changed state
- Function Name: value
- Interface: NONE
- Description: Access value of the changed state. Returns either a string, number or float
- Function Name: entity
- Interface: MILITARY_FORCE_SCRIPT_INTERFACE | CHARACTER_SCRIPT_INTERFACE | FACTION_SCRIPT_INTERFACE | FAMILY_MEMBER_SCRIPT_INTERFACE | REGION_SCRIPT_INTERFACE | FACTION_SCRIPT_INTERFACE | nil
- Description: Interface of the entity that owns the state. This will return a null interface if the state is global
-
- Function Name: key
- Interface: NONE
- Description: Gets the key of the removed state
- Function Name: entity
- Interface: MILITARY_FORCE_SCRIPT_INTERFACE | CHARACTER_SCRIPT_INTERFACE | FACTION_SCRIPT_INTERFACE | FAMILY_MEMBER_SCRIPT_INTERFACE | REGION_SCRIPT_INTERFACE | FACTION_SCRIPT_INTERFACE | nil
- Description: Interface of the entity that owns the state. This will return a null interface if the state is global
-
- Function Name: region_slot
- Interface: SLOT_SCRIPT_INTERFACE
- Description: Access the region slot in the event
-
- Function Name: region_slot
- Interface: SLOT_SCRIPT_INTERFACE
- Description: Access the region slot in the event
-
- Function Name: garrison_residence
- Interface: GARRISON_RESIDENCE_SCRIPT_INTERFACE
- Description: Access the garrison residence in the event
-
- Function Name: region_slot
- Interface: SLOT_SCRIPT_INTERFACE
- Description: Access the region slot in the event
-
- Function Name: parent_character
- Interface: CHARACTER_SCRIPT_INTERFACE
- Description: Access the parent character 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
- Function Name: streak_effect_record
- Interface: none
- Description: Access the newly activated streak effect record
-
- Function Name: interacting_character
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Character that is interacting with the node
- Function Name: node_key
- Interface: NONE
- Description: Key of the nodes database record
- Function Name: template_key
- Interface: NONE
- Description: Key of the nodes template record. May be empty if the node has been closed
- Function Name: node_record
- Interface: TELEPORTATION_NODE_RECORD_SCRIPT_INTERFACE
- Description: Node record script interface
-
- Function Name: character_family_member
- Interface: TELEPORTATION_NODE_RECORD_SCRIPT_INTERFACE
- Description: Family member script interface of the closing character
- Function Name: node_key
- Interface: NONE
- Description: Key of the nodes database record
- Function Name: template_key
- Interface: NONE
- Description: Key of the nodes template record
- Function Name: node_record
- Interface: TELEPORTATION_NODE_RECORD_SCRIPT_INTERFACE
- Description: Node record script interface
-
- Function Name: from_key
- Interface: NONE
- Description: Key of the start nodes database record
- Function Name: from_record
- Interface: TELEPORTATION_NODE_RECORD_SCRIPT_INTERFACE
- Description: Node record script interface for the start node
- Function Name: to_key
- Interface: NONE
- Description: Key of the end nodes database record
- Function Name: to_record
- Interface: TELEPORTATION_NODE_RECORD_SCRIPT_INTERFACE
- Description: Node record script interface for the end node
- Function Name: character
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Character that is teleporting
- Function Name: success
- Interface: NONE
- Description: Was this a successful move?
-
- Function Name: from_key
- Interface: NONE
- Description: Key of the start nodes database record
- Function Name: from_record
- Interface: TELEPORTATION_NODE_RECORD_SCRIPT_INTERFACE
- Description: Node record script interface for the start node
- Function Name: to_key
- Interface: NONE
- Description: Key of the end nodes database record
- Function Name: to_record
- Interface: TELEPORTATION_NODE_RECORD_SCRIPT_INTERFACE
- Description: Node record script interface for the end node
- Function Name: character
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Character that is teleporting
- Function Name: node_key
- Interface: NONE
- Description: Key of the nodes database record
- Function Name: template_key
- Interface: NONE
- Description: Key of the nodes template record
- Function Name: node_record
- Interface: TELEPORTATION_NODE_RECORD_SCRIPT_INTERFACE
- Description: Node record script interface
-
- Function Name: closing_character
- Interface: FAMILY_MEMBER_SCRIPT_INTERFACE
- Description: Character that closed the node. May be null.
- Function Name: node_key
- Interface: NONE
- Description: Key of the nodes database record
- Function Name: template_key
- Interface: NONE
- Description: Key of the nodes template record
- Function Name: node_record
- Interface: TELEPORTATION_NODE_RECORD_SCRIPT_INTERFACE
- Description: Node record script interface
-
- Function Name: node_key
- Interface: NONE
- Description: Key of the nodes database record
- Function Name: template_key
- Interface: NONE
- Description: Key of the nodes template record
- Function Name: node_record
- Interface: TELEPORTATION_NODE_RECORD_SCRIPT_INTERFACE
- Description: Node record script interface
-
- Function Name: node_key
- Interface: NONE
- Description: Key of the nodes database record
- Function Name: template_key
- Interface: NONE
- Description: Key of the nodes template record
- Function Name: node_record
- Interface: TELEPORTATION_NODE_RECORD_SCRIPT_INTERFACE
- Description: Node record script interface
-
- 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: 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: faction_cqi
- Interface: NONE
- Description: Access the faction that owns the resource
- Function Name: trigger
- Interface: NONE
- Description: Returns the unique trigger key
-
- Function Name: unique_agent_details
- Interface: UNIQUE_AGENT_DETAILS_SCRIPT_INTERFACE
- Description: Access the unique agent details for this event
-
- Function Name: unique_agent_details
- Interface: UNIQUE_AGENT_DETAILS_SCRIPT_INTERFACE
- Description: Access the unique agent details for this event
-
- Function Name: unique_agent_details
- Interface: UNIQUE_AGENT_DETAILS_SCRIPT_INTERFACE
- Description: Access the unique agent details for this event
-
- Function Name: unit
- Interface: UNIT_SCRIPT_INTERFACE
- Description: Access the unit 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: 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: effect
- Interface: UNIT_PURCHASABLE_EFFECT_SCRIPT_INTERFACE
- Description: Access the new unit which the effect was purchased for
- Function Name: unit
- Interface: UNIT_SCRIPT_INTERFACE
- Description: Access the unit in the event
-
- Function Name: effect
- Interface: UNIT_PURCHASABLE_EFFECT_SCRIPT_INTERFACE
- Description: Access the new unit which the effect was unpurchased for
-
- Function Name: unit
- Interface: UNIT_SCRIPT_INTERFACE
- Description: Access the unit 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: 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: unit
- Interface: UNIT_SCRIPT_INTERFACE
- Description: Access the unit in the event
-
- Function Name: has_recipient_faction
- Interface: NONE
- Description: Is the request issued to a faction?
- Function Name: recipient_faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Get the faction this request is issued to
- Function Name: has_recipient_military_force
- Interface: NONE
- Description: Is the request issued to a military force?
- Function Name: recipient_military_force
- Interface: MILITARY_FORCE_SCRIPT_INTERFACE
- Description: Get the military force this request is issued to
- Function Name: has_target_region
- Interface: NONE
- Description: Is the target of the request a region?
- Function Name: target_region
- Interface: REGION_SCRIPT_INTERFACE
- Description: Get the region target of this request
- Function Name: has_target_military_force
- Interface: NONE
- Description: Is the target of the request a military force?
- Function Name: target_military_force
- Interface: MILITARY_FORCE_SCRIPT_INTERFACE
- Description: Get the military force target of this request
- Function Name: is_offensive
- Interface: NONE
- Description: Is this a request to attack the target? If not, then it is to defend the target.
- Function Name: favour_cost
- Interface: NONE
- Description: Get the favour cost of this request
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: direction
- Interface: NONE
- Description: Access the compass direction in the event
- Function Name: action
- Interface: NONE
- Description: Access the compass action in the event
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: direction
- Interface: NONE
- Description: Access the compass direction in the event
- Function Name: faction
- Interface: FACTION_SCRIPT_INTERFACE
- Description: Access the faction in the event
-
- Function Name: world
- Interface: WORLD_SCRIPT_INTERFACE
- Description: Access the world in the event
-
- Function Name: world
- Interface: WORLD_SCRIPT_INTERFACE
- Description: Access the world in the event
Interface Functions
- 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: 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
- ritual_target
- characters_who_performed
- 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
- Function: ritual_target
- Description: The target of this ritual
- Parameters: ritual_target()
- Return: RITUAL_TARGET_SCRIPT_INTERFACE
- Function: characters_who_performed
- Description: The characters that performed this ritual
- Parameters: characters_who_performed()
- Return: FAMILY_MEMBER_LIST_SCRIPT_INTERFACE
- Description: A way to get armory information for a family member. Owned by a family member
- is_null_interface
- get_all_active_variant_slot_states
- get_currently_registered_armory_items
- number_of_equipped_items_of_category
- number_of_equipped_items_of_ui_type
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: get_all_active_variant_slot_states
- Description: Get the current equipment state of the family member, please refer to the armory_slot_types table for their names and to ARMORY_SLOT_TYPE which position in your result will contain which your slot. slot entries can be null signifying an empty slot.
- Parameters: get_all_active_variant_slot_states()
- Return: String table
- Function: get_currently_registered_armory_items
- Description: Get the currently registered armory items of the family member.
- Parameters: get_currently_registered_armory_items()
- Return: String table
- Function: number_of_equipped_items_of_category
- Description: Get the number of equipped items belonging to a given category.
- Parameters: number_of_equipped_items_of_category(String category_key)
- Return: int
- Function: number_of_equipped_items_of_ui_type
- Description: Get the number of equipped items belonging to a given ui type.
- Parameters: number_of_equipped_items_of_ui_type(String ui_type_key)
- Return: int
- Description: Bonus values for a campaign object
- is_null_interface
- agent_value
- basic_value
- building_chain_value
- projectile_value
- projectile_shot_type_value
- subculture_value
- faction_value
- resource_value
- unit_ability_value
- missile_weapon_value
- army_special_ability_value
- ritual_value
- ritual_chain_value
- unit_attribute_value
- unit_category_value
- unit_class_value
- unit_caste_value
- main_unit_value
- battlefield_deployable_siege_item_value
- technology_category_value
- technology_value
- action_results_additional_outcome_value
- province_initiative_effect_value
- deployable_value
- building_level_value
- province_initiative_value
- agent_action_value
- campaign_map_attrition_value
- name_value
- agent_subtype_value
- special_ability_phase_value
- unit_set_special_ability_phase_value
- loyalty_event_effect_value
- pooled_resource_factor_junction_value
- pooled_resource_value
- special_ability_group_value
- character_training_group_value
- public_order_provider_value
- scripted_value
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: agent_value
- Description: Returns a bonus value parameterised on an agent record
- Parameters: agent_value(String record_key, String bonus_value_id)
- Return: float32
- Function: basic_value
- Description: Returns a basic bonus value parameterised on no record
- Parameters: basic_value(String bonus_value_id)
- Return: float32
- Function: building_chain_value
- Description: Returns a bonus value parameterised on a building chain record
- Parameters: building_chain_value(String record_key, String bonus_value_id)
- Return: float32
- Function: projectile_value
- Description: Returns a bonus value parameterised on a projectile record
- Parameters: projectile_value(String record_key, String bonus_value_id)
- Return: float32
- Function: projectile_shot_type_value
- Description: Returns a bonus value parameterised on a projectile shot type record
- Parameters: projectile_shot_type_value(String record_key, String bonus_value_id)
- Return: float32
- Function: subculture_value
- Description: Returns a bonus value parameterised on a subculture
- Parameters: subculture_value(String record_key, String bonus_value_id)
- Return: float32
- Function: faction_value
- Description: Returns a bonus value parameterised on a faction
- Parameters: faction_value(String record_key, String bonus_value_id)
- Return: float32
- Function: resource_value
- Description: Returns a bonus value parameterised on a resource
- Parameters: resource_value(String record_key, String bonus_value_id)
- Return: float32
- Function: unit_ability_value
- Description: Returns a bonus value parameterised on a unit ability
- Parameters: unit_ability_value(String record_key, String bonus_value_id)
- Return: float32
- Function: missile_weapon_value
- Description: Returns a bonus value parameterised on a missile weapon
- Parameters: missile_weapon_value(String record_key, String bonus_value_id)
- Return: float32
- Function: army_special_ability_value
- Description: Returns a bonus value parameterised on an army special ability
- Parameters: army_special_ability_value(String record_key, String bonus_value_id)
- Return: float32
- Function: ritual_value
- Description: Returns a bonus value parameterised on a ritual
- Parameters: ritual_value(String record_key, String bonus_value_id)
- Return: float32
- Function: ritual_chain_value
- Description: Returns a bonus value parameterised on a ritual chain
- Parameters: ritual_chain_value(String record_key, String bonus_value_id)
- Return: float32
- Function: unit_attribute_value
- Description: Returns a bonus value parameterised on a unit attribute
- Parameters: unit_attribute_value(String record_key, String bonus_value_id)
- Return: float32
- Function: unit_category_value
- Description: Returns a bonus value parameterised on a unit category
- Parameters: unit_category_value(String record_key, String bonus_value_id)
- Return: float32
- Function: unit_class_value
- Description: Returns a bonus value parameterised on a unit class
- Parameters: unit_class_value(String record_key, String bonus_value_id)
- Return: float32
- Function: unit_caste_value
- Description: Returns a bonus value parameterised on a unit caste
- Parameters: unit_caste_value(String record_key, String bonus_value_id)
- Return: float32
- Function: main_unit_value
- Description: Returns a bonus value parameterised on a main unit record
- Parameters: main_unit_value(String record_key, String bonus_value_id)
- Return: float32
- Function: battlefield_deployable_siege_item_value
- Description: Returns a bonus value parameterised on a battlefield deployable siege item record
- Parameters: battlefield_deployable_siege_item_value(String record_key, String bonus_value_id)
- Return: float32
- Function: technology_category_value
- Description: Returns a bonus value parameterised on a technology category record
- Parameters: technology_category_value(String record_key, String bonus_value_id)
- Return: float32
- Function: technology_value
- Description: Returns a bonus value parameterised on a technology record
- Parameters: technology_value(String record_key, String bonus_value_id)
- Return: float32
- Function: action_results_additional_outcome_value
- Description: Returns a bonus value parameterised on an action result additional outcome record
- Parameters: action_results_additional_outcome_value(String record_key, String bonus_value_id)
- Return: float32
- Function: province_initiative_effect_value
- Description: Returns a bonus value parameterised on an action province initiative record
- Parameters: province_initiative_effect_value(String record_key, String bonus_value_id)
- Return: float32
- Function: deployable_value
- Description: Returns a bonus value parameterised on a deployable record
- Parameters: deployable_value(String record_key, String bonus_value_id)
- Return: float32
- Function: building_level_value
- Description: Returns a bonus value parameterised on a building level record
- Parameters: building_level_value(String record_key, String bonus_value_id)
- Return: float32
- Function: province_initiative_value
- Description: Returns a bonus value parameterised on a province initiative record
- Parameters: province_initiative_value(String record_key, String bonus_value_id)
- Return: float32
- Function: agent_action_value
- Description: Returns a bonus value parameterised on an agent action record
- Parameters: agent_action_value(String record_key, String bonus_value_id)
- Return: float32
- Function: campaign_map_attrition_value
- Description: Returns a bonus value parameterised on a campaign map attrition record
- Parameters: campaign_map_attrition_value(String record_key, String bonus_value_id)
- Return: float32
- Function: name_value
- Description: Returns a bonus value parameterised on a name record
- Parameters: name_value(String record_key, String bonus_value_id)
- Return: float32
- Function: agent_subtype_value
- Description: Returns a bonus value parameterised on an agent subtype record
- Parameters: agent_subtype_value(String record_key, String bonus_value_id)
- Return: float32
- Function: special_ability_phase_value
- Description: Returns a bonus value parameterised on a special ability phase record
- Parameters: special_ability_phase_value(String record_key, String bonus_value_id)
- Return: float32
- Function: unit_set_special_ability_phase_value
- Description: Returns a bonus value parameterised on a unit set and a special ability phase record
- Parameters: unit_set_special_ability_phase_value(String unit_set_key, String special_ability_phase_key, String bonus_value_id)
- Return: float32
- Function: loyalty_event_effect_value
- Description: Returns a bonus value parameterised on a loyalty event effect record
- Parameters: loyalty_event_effect_value(String record_key, String bonus_value_id)
- Return: float32
- Function: pooled_resource_factor_junction_value
- Description: Returns a bonus value parameterised on a pooled resource factor junction record
- Parameters: pooled_resource_factor_junction_value(String record_key, String bonus_value_id)
- Return: float32
- Function: pooled_resource_value
- Description: Returns a bonus value parameterised on a pooled resource record
- Parameters: pooled_resource_value(String record_key, String bonus_value_id)
- Return: float32
- Function: special_ability_group_value
- Description: Returns a bonus value parameterised on a special ability group record
- Parameters: special_ability_group_value(String record_key, String bonus_value_id)
- Return: float32
- Function: character_training_group_value
- Description: Returns a bonus value parameterised on a character training group record
- Parameters: character_training_group_value(String record_key, String bonus_value_id)
- Return: float32
- Function: public_order_provider_value
- Description: Returns a bonus value parameterised on a public order provider record
- Parameters: public_order_provider_value(String record_key, String bonus_value_id)
- Return: float32
- Function: scripted_value
- Description: Returns a bonus value parameterised on a scripted bonus value id record
- Parameters: scripted_value(String record_key, String bonus_value_id)
- 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_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Building script interface
- is_null_interface
- model
- faction
- unlocks_technologies
- has_lifecycle
- shadow_building_level
- effects
- region
- slot
- name
- chain
- superchain
- percent_health
- building_level
- 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: unlocks_technologies
- Description: Does this building unlock any technologies when constructed?
- Parameters: unlocks_technologies()
- Return: bool
- Function: has_lifecycle
- Description: Does this building have a lifecycle
- Parameters: has_lifecycle()
- Return: bool
- Function: shadow_building_level
- Description: The shadow building level key, for if this building has a lifecycle. A blank string is returned if the building has no lifecycle.
- Parameters: shadow_building_level()
- Return: String
- Function: effects
- Description: Get the list of effects this building provides
- Parameters: effects()
- Return: EFFECT_LIST_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: percent_health
- Description: The health of a building as a percentage between 0-100
- Parameters: percent_health()
- Return: 100 >= int >= 0
- Function: building_level
- Description: Level of this building
- Parameters: building_level()
- Return: card32
- 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
- funds_available_for_immediate_payment_for_faction_by_area
- funds_available_for_upkeep_for_faction_by_area
- 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:
- Function: funds_available_for_immediate_payment_for_faction_by_area
- Description: Return the available immediate budget for a given faction for a given budgetary area.
- Parameters: funds_available_for_immediate_payment_for_faction_by_area(faction_key, [CONSTRUCTION | ARMIES | NAVIES | DIPLOMACY | AGENTS | TECHNOLOGIES | CHARACTERS])
- Return:
- Function: funds_available_for_upkeep_for_faction_by_area
- Description: Return the available remaining upkeep budget for a given faction for a given budgetary area.
- Parameters: funds_available_for_upkeep_for_faction_by_area(faction_key, [CONSTRUCTION | ARMIES | NAVIES | DIPLOMACY | AGENTS | TECHNOLOGIES | CHARACTERS])
- Return:
- Description: Provides an interface for building a campaign dilemma
- is_null_interface
- possible_choices
- add_choice_payload
- remove_choice_payload
- add_target
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: possible_choices
- Description: Get a list of all choices that are defined for this dilemma in the database
- Parameters: none
- Return: Table(String)
- Function: add_choice_payload
- Description: Add a choice payload to the dilemma. This copies the payload, so you may reuse the payload builder after this call. Will fail if a payload already exists for the choice. The choice *must* be defined in the database
- Parameters: String choice_key, CAMPAIGN_PAYLOAD_BUILDER_SCRIPT_INTERFACE payload
- Return: bool
- Function: remove_choice_payload
- Description: Remove a choice payload from this dilemma
- Parameters: String choice_key
- Return: bool
- Function: add_target
- Description: Set an event target. Not required for payloads but can still provide information to the UI.
- Parameters: String cdir_events_target_key, (FACTION/REGION/FAMILY_MEMBER/MILITARY_FORCE) SCRIPT_INTERFACE
- Return: bool
- 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: Provides an interface for building a campaign payload
- is_null_interface
- faction_ancillary_gain
- character_ancillary_gain
- ancillary_loss
- random_ancillary_loss
- building_chain_demolition
- character_experience_change
- character_loyalty_adjustment
- character_loyalty_effect
- character_post_assignment
- character_to_kill
- character_to_wound
- damage_buildings
- damage_buildings_home_region
- damage_character
- diplomatic_attitude_adjustment
- diplomatic_attitude_adjustment_between
- effect_bundle_to_all_factions
- effect_bundle_to_faction
- effect_bundle_to_faction_province
- effect_bundle_to_force
- effect_bundle_to_home_region
- effect_bundle_to_region
- effect_bundle_to_region_group
- effect_bundle_to_character
- form_confederation
- give_region
- grant_vision_of_faction_characters
- grant_vision_of_faction_regions
- grant_vision
- province_development_point_increase
- rebellion
- scripted_mission
- spawn_agent
- spawn_unit
- spawn_unit_home_region
- subpayload
- text_display
- character_trait_change
- treasury_adjustment
- unit_capacity_adjustment
- war_coordination_target
- influence_adjustment
- spawn_military_force
- spawn_military_force_ritual_site
- province_slaves_adjustment
- faction_slaves_adjustment
- add_mercenary_to_faction_pool
- faction_pooled_resource_transaction
- faction_pooled_resource_transaction_percentage
- faction_pooled_resource_transaction_from_record
- faction_pooled_resource_transfer
- spawn_storm
- located
- random_subpayload
- components_from_record
- favour_points
- action_points_percentage_change
- agent_capacity_adjustment
- damage_army
- region_transfer
- reveal_foreign_slots
- army_transfer
- foreign_slot
- foreign_slot_transfer
- destroy_faction
- demolish_secondary_buildings
- transported_military_force
- damage_walls
- faction_province_pooled_resource_transaction
- faction_province_pooled_resource_transaction_percentage
- region_pooled_resource_transaction
- region_pooled_resource_transaction_percentage
- military_force_pooled_resource_transaction
- military_force_pooled_resource_transaction_percentage
- winds_of_magic_strength_change
- show_war_coordinaton_extra_information
- open_gates
- disable_faction_characters_movement
- teleport_army
- entity_resource_transaction
- abandon_settlement
- add_unit
- destroy_unit
- remove_unit
- valid
- clear
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: faction_ancillary_gain
- Description: Grant an ancillary to a faction. If no faction is specified, the applicant faction will be used
- Parameters: (optional)FACTION_SCRIPT_INTERFACE target, String ancillary_key
- Return: bool
- Function: character_ancillary_gain
- Description: Grant an ancillary to a character
- Parameters: CHARACTER_SCRIPT_INTERFACE target, String ancillary_key, bool replace_equipped
- Return: bool
- Function: ancillary_loss
- Description: Remove an ancillary from a character
- Parameters: CHARACTER_SCRIPT_INTERFACE character, String ancillary_key
- Return: bool
- Function: random_ancillary_loss
- Description: Remove a random ancillary from a character
- Parameters: CHARACTER_SCRIPT_INTERFACE character
- Return: bool
- Function: building_chain_demolition
- Description: Demolish every instance of a building chain in the faction the payload is applied to
- Parameters: String building_chain_key
- Return: bool
- Function: character_experience_change
- Description: Grant an amount of experience to a character. (Cannot be negative)
- Parameters: CHARACTER_SCRIPT_INTERFACE character, card32 amount
- Return: bool
- Function: character_loyalty_adjustment
- Description: Adjust a characters loyalty by the specified amount
- Parameters: CHARACTER_SCRIPT_INTERFACE character, int32 amount
- Return: bool
- Function: character_loyalty_effect
- Description: Apply a db defined loyalty effect to a character
- Parameters: CHARACTER_SCRIPT_INTERFACE character, String loyalty_effect_key
- Return: bool
- Function: character_post_assignment
- Description: Assign a character to a post (ministerial position)
- Parameters: CHARACTER_SCRIPT_INTERFACE character, String ministerial_position_key
- Return: bool
- Function: character_to_kill
- Description: Kill a character
- Parameters: CHARACTER_SCRIPT_INTERFACE character
- Return: bool
- Function: character_to_wound
- Description: Wound a character
- Parameters: CHARACTER_SCRIPT_INTERFACE character
- Return: bool
- Function: damage_buildings
- Description: Damage buildings in a region by a semi-random amount
- Parameters: REGION_SCRIPT_INTERFACE region, card32 min_damage, card32 max_damage
- Return: bool
- Function: damage_buildings_home_region
- Description: Damage buildings in the payload applicants home region, by a semi-random amount
- Parameters: card32 min_amount, card32 max_amount
- Return: bool
- Function: damage_character
- Description: Damage a character by a percentage
- Parameters: CHARACTER_SCRIPT_INTERFACE character, float percentage_damage
- Return: bool
- Function: diplomatic_attitude_adjustment
- Description: Adjust diplomatic attitude between a faction and the payload applicant
- Parameters: FACTION_SCRIPT_INTERFACE other_faction, int adjustment
- Return: bool
- Function: diplomatic_attitude_adjustment_between
- Description: Apply an attitude adjustment between two factions
- Parameters: FACTION_SCRIPT_INTERFACE faction_a, FACTION_SCRIPT_INTERFACE faction_b, int32 attitude
- Return: bool
- Function: effect_bundle_to_all_factions
- Description: Apply an effect bundle to every single faction in the game
- Parameters: (String | EFFECT_BUNDLE_SCRIPT_INTERFACE | CUSTOM_EFFECT_BUNDLE_SCRIPT_INTERFACE) effect_bundle
- Return: bool
- Function: effect_bundle_to_faction
- Description: Apply an effect bundle to the payload applicant
- Parameters: (String | EFFECT_BUNDLE_SCRIPT_INTERFACE | CUSTOM_EFFECT_BUNDLE_SCRIPT_INTERFACE) effect_bundle
- Return: bool
- Function: effect_bundle_to_faction_province
- Description: Apply an effect bundle to a faction province
- Parameters: FACTION_PROVINCE_SCRIPT_INTERFACE province, (String | EFFECT_BUNDLE_SCRIPT_INTERFACE | CUSTOM_EFFECT_BUNDLE_SCRIPT_INTERFACE) effect_bundle
- Return: bool
- Function: effect_bundle_to_force
- Description: Apply an effect bundle to a military force
- Parameters: MILITARY_FORCE_SCRIPT_INTERFACE force, (String | EFFECT_BUNDLE_SCRIPT_INTERFACE | CUSTOM_EFFECT_BUNDLE_SCRIPT_INTERFACE) effect_bundle
- Return: bool
- Function: effect_bundle_to_home_region
- Description: Apply an effect bundle to the home region of the payload applicant
- Parameters: (String | EFFECT_BUNDLE_SCRIPT_INTERFACE | CUSTOM_EFFECT_BUNDLE_SCRIPT_INTERFACE) effect_bundle
- Return: bool
- Function: effect_bundle_to_region
- Description: Apply an effect bundle to a region
- Parameters: REGION_SCRIPT_INTERFACE region, (String | EFFECT_BUNDLE_SCRIPT_INTERFACE | CUSTOM_EFFECT_BUNDLE_SCRIPT_INTERFACE) effect_bundle
- Return: bool
- Function: effect_bundle_to_region_group
- Description: Apply an effect bundle to a region group
- Parameters: String region_group_key, (String | EFFECT_BUNDLE_SCRIPT_INTERFACE | CUSTOM_EFFECT_BUNDLE_SCRIPT_INTERFACE) effect_bundle
- Return: bool
- Function: effect_bundle_to_character
- Description: Apply an effect bundle to a character
- Parameters: CHARACTER_SCRIPT_INTERFACE character, (String | EFFECT_BUNDLE_SCRIPT_INTERFACE | CUSTOM_EFFECT_BUNDLE_SCRIPT_INTERFACE) effect_bundle
- Return: bool
- Function: form_confederation
- Description: Form a confederation between a faction and the payload applicant
- Parameters: FACTION_SCRIPT_INTERFACE owner_faction, FACTION_SCRIPT_INTERFACE other_faction, bool awake_from_death
- Return: bool
- Function: give_region
- Description: Give a region to the applicant faction
- Parameters: REGION_SCRIPT_INTERFACE region
- Return: bool
- Function: grant_vision_of_faction_characters
- Description: Grant vision of factions characters. Vision will be granted to the payload applicant if no receiving faction is provided
- Parameters: FACTION_SCRIPT_INTERFACE target, int32 duration, (optional) FACTION_SCRIPT_INTERFACE receiver
- Return: bool
- Function: grant_vision_of_faction_regions
- Description: Grant vision of factions regions. Vision will be granted to the payload applicant if no receiving faction is provided
- Parameters: FACTION_SCRIPT_INTERFACE target, int32 duration, (optional) FACTION_SCRIPT_INTERFACE receiver
- Return: bool
- Function: grant_vision
- Description: Grant vision of a single object. Vision will be granted to the payload applicant if no receiving faction is provided
- Parameters: (MILITARY_FORCE_SCRIPT_INTERFACE | REGION_SCRIPT_INTERFACE | SEA_REGION_SCRIPT_INTERFACE | PROVINCE_SCRIPT_INTERFACE) object, int32 duration, (optional) FACTION_SCRIPT_INTERFACE receiver
- Return: bool
- Function: province_development_point_increase
- Description: Add a development point to a province
- Parameters: PROVINCE_SCRIPT_INTERFACE province, FACTION_SCRIPT_INTERFACE faction
- Return: bool
- Function: rebellion
- Description: Cause a rebellion in a region
- Parameters: REGION_SCRIPT_INTERFACE region
- Return: bool
- Function: scripted_mission
- Description: Trigger a scripted mission
- Parameters: String mission_string
- Return: bool
- Function: spawn_agent
- Description: Spawn an agent
- Parameters: String agent_key, String agent_subtype_key, String historical_character_key, bool spawn_to_pool, (optional) REGION_SCRIPT_INTERFACE target_region, (optional) float32 ap_factor
- Return: bool
- Function: spawn_unit
- Description: Spawn a unit into a garrison army
- Parameters: String unit_key, (Optional)REGION_SCRIPT_INTERFACE region
- Return: bool
- Function: spawn_unit_home_region
- Description: Spawn a unit into a factions home regions' garrison army
- Parameters: String unit_key
- Return: bool
- Function: subpayload
- Description: Add a subpayload. Please don't add a payload to itself
- Parameters: CAMPAIGN_PAYLOAD_BUILDER_SCRIPT_INTERFACE sub_payload
- Return: bool
- Function: text_display
- Description: Add text display to the payload
- Parameters: String payload_ui_detail_key
- Return: bool
- Function: character_trait_change
- Description: Add/Remove a character trait
- Parameters: CHARACTER_SCRIPT_INTERFACE character, String trait_level_key, bool is_removal
- Return: bool
- Function: treasury_adjustment
- Description: Adjust the payload applicant factions treasury
- Parameters: int32 amount
- Return: bool
- Function: unit_capacity_adjustment
- Description: Additive modifier to the capacity of a specific unit available to a faction
- Parameters: FACTION_SCRIPT_INTERFACE faction, String unit_record_key, int32 change
- Return: bool
- Function: war_coordination_target
- Description: Set a war coordination target for a faction
- Parameters: FACTION_SCRIPT_INTERFACE faction (REGION_SCRIPT_INTERFACE | MILITARY_FORCE_SCRIPT_INTERFACE) target, bool offensive
- Return: bool
- Function: influence_adjustment
- Description: Adjust the payload applicant factions influence balance
- Parameters: int32 amount
- Return: bool
- Function: spawn_military_force
- Description: Spawn a military force. If no owning faction is provided, the payload applicant will receive the force
- Parameters: String spawnable_force_key, (optional) FACTION_SCRIPT_INTERFACE owning_faction
- Return: bool
- Function: spawn_military_force_ritual_site
- Description: Spawn a military force at a ritual site. If no owning faction is provided, then the payload applicant faction will own the force
- Parameters: String spawnable_force_key, (optional) FACTION_SCRIPT_INTERFACE owning_faction
- Return: bool
- Function: province_slaves_adjustment
- Description: Adjust the amount of slaves in a province
- Parameters: PROVINCE_SCRIPT_INTERFACE target_province, int32 amount
- Return: bool
- Function: faction_slaves_adjustment
- Description: Adjust the payload applicants slave balance
- Parameters: int32 amount
- Return: bool
- Function: add_mercenary_to_faction_pool
- Description: Add a mercenary unit to the faction pool
- Parameters: String unit_key, card32 amount
- Return: bool
- Function: faction_pooled_resource_transaction
- Description: Add/Remove an amount of pooled resource from the payload applicant faction. If "required" is true then dilemma options with this payload will only be selectable if the faction has the resources to afford this cost
- Parameters: String pooled_resource_key, String pooled_resource_factor_key, int32 amount, bool required
- Return: bool
- Function: faction_pooled_resource_transaction_percentage
- Description: Add/Remove a percentage of the existing amount of pooled resource from the payload applicant faction. If "required" is true then dilemma options with this payload will only be selectable if the faction has the resources to afford this cost
- Parameters: String pooled_resource_key, String pooled_resource_factor_key, int32 amount, bool required
- Return: bool
- Function: faction_pooled_resource_transaction_from_record
- Description: Apply a pooled resource transaction from a record. If "required" is true then dilemma options with this payload will only be selectable if the faction has the resources to afford this cost
- Parameters: String resource_cost_key, bool required
- Return: bool
- Function: faction_pooled_resource_transfer
- Description: Transfer resources from the payload applicant to another faction
- Parameters: String resource_cost_key, FACTION_SCRIPT_INTERFACE receiving_faction
- Return: bool
- Function: spawn_storm
- Description: Spawn a storm
- Parameters: String storm_type_key, card32 strength, card32 max_duration, (optional) REGION_SCRIPT_INTERFACE target_region
- Return: bool
- Function: located
- Description: Add a location to the payload. This is for information only
- Parameters: (FACTION_SCRIPT_INTERFACE | CHARACTER_SCRIPT_INTERFACE | REGION_SCRIPT_INTERFACE | PROVINCE_SCRIPT_INTERFACE) object
- Return: bool
- Function: random_subpayload
- Description: Add a weighted set of subpayload which will be randomly selected from when the payload is applied
- Parameters: lua table {{weight, CAMPAIGN_PAYLOAD_BUILDER_SCRIPT_INTERFACE}}
- Return: bool
- Function: components_from_record
- Description: Add all components from a campaign payload record. ContextVariant = (CHARACTER_SCRIPT_INTERFACE | FACTION_SCRIPT_INTERFACE | REGION_SCRIPT_INTERFACE | SETTLEMENT_SCRIPT_INTERFACE | MILITARY_FORCE_SCRIPT_INTERFACE | PROVINCE_SCRIPT_INTERFACE | FACTION_PROVINCE_MANAGER_SCRIPT_INTERFACE)
- Parameters: String payload_key, ContextVariant source, ContextVariant target
- Return: bool
- Function: favour_points
- Description: Grant favour points between the payload applicant and another faction
- Parameters: FACTION_SCRIPT_INTERFACE to_faction, int32 amount
- Return: bool
- Function: action_points_percentage_change
- Description: Change target character's action points by a percentage of their amount per turn
- Parameters: CHARACTER_SCRIPT_INTERFACE target_character, int32 percentage
- Return: bool
- Function: agent_capacity_adjustment
- Description: Apply an additive modifier to a factions agent capacity
- Parameters: FACTION_SCRIPT_INTERFACE faction, String agent_key, int32 change
- Return: bool
- Function: damage_army
- Description: Damage an army by a percentage amount
- Parameters: MILITARY_FORCE_SCRIPT_INTERFACE force, card16 percentage
- Return: bool
- Function: region_transfer
- Description: Transfer a region to a new faction. If no new owner is provided, the payload applicant will be given the region
- Parameters: REGION_SCRIPT_INTERFACE region, (optional) FACTION_SCRIPT_INTERFACE new_owner
- Return: bool
- Function: reveal_foreign_slots
- Description: Reveal the foreign slots present in a region for a time. If no target faction is provided, then the foreign slots will be revealed to the payload applicant
- Parameters: REGION_SCRIPT_INTERFACE region, int32 duration, (optional) FACTION_SCRIPT_INTERFACE revealed_to
- Return: bool
- Function: army_transfer
- Description: Transfer an army to another faction. If no new owner is provided, then the payload applicant will receive the army
- Parameters: MILITARY_FORCE_SCRIPT_INTERFACE force, FACTION_SCRIPT_INTERFACE faction
- Return: bool
- Function: foreign_slot
- Description: Transfer a foreign slot to another faction. If no new owner is provided then the payload applicant will receive the foreign slot set
- Parameters: REGION_SCRIPT_INTERFACE region, (optional) FACTION_SCRIPT_INTERFACE new_owner
- Return: bool
- Function: foreign_slot_transfer
- Description: Transfer a foreign slot to another faction. If no new owner is provided then the payload applicant will receive the foreign slot set
- Parameters: REGION_SCRIPT_INTERFACE region, (optional) FACTION_SCRIPT_INTERFACE new_owner
- Return: bool
- Function: destroy_faction
- Description: Kill a faction
- Parameters: FACTION_SCRIPT_INTERFACE victim
- Return: bool
- Function: demolish_secondary_buildings
- Description: Demolish secondary buildings in a region. If amount is negative, all buildings will be destroyed
- Parameters: REGION_SCRIPT_INTERFACE region, int32 amount
- Return: bool
- Function: transported_military_force
- Description: Add/Remove a transported military force from every military force owned by the payload applicant
- Parameters: String transported_force_key, bool is_removal
- Return: bool
- Function: damage_walls
- Description: Damage the walls in a region
- Parameters: REGION_SCRIPT_INTERFACE region, card32 breaches_to_add
- Return: bool
- Function: faction_province_pooled_resource_transaction
- Description: Apply a pooled resource transaction to a faction province
- Parameters: PROVINCE_SCRIPT_INTERFACE province, String resource_key, String factor_key, int32 amount, bool required
- Return: bool
- Function: faction_province_pooled_resource_transaction_percentage
- Description: Apply a percentage pooled resource transaction to a faction province
- Parameters: PROVINCE_SCRIPT_INTERFACE province, String resource_key, String factor_key, int32 amount, bool required
- Return: bool
- Function: region_pooled_resource_transaction
- Description: Apply a pooled resource transaction to a region
- Parameters: REGION_SCRIPT_INTERFACE region, String resource_key, String factor_key, int32 amount, bool required
- Return: bool
- Function: region_pooled_resource_transaction_percentage
- Description: Apply a percentage pooled resource transaction to a region
- Parameters: REGION_SCRIPT_INTERFACE region, String resource_key, String factor_key, int32 amount, bool required
- Return: bool
- Function: military_force_pooled_resource_transaction
- Description: Apply a pooled resource transaction to a military force
- Parameters: MILITARY_FORCE_SCRIPT_INTERFACE force, String resource_key, String factor_key, int32 amount, bool required
- Return: bool
- Function: military_force_pooled_resource_transaction_percentage
- Description: Apply a percentage pooled resource transaction to a military force
- Parameters: MILITARY_FORCE_SCRIPT_INTERFACE force, String resource_key, String factor_key, int32 amount, bool required
- Return: bool
- Function: winds_of_magic_strength_change
- Description: Set the winds of magic strength in an areas
- Parameters: String winds_of_magic_area_key, String winds_of_magic_strength_key
- Return: bool
- Function: show_war_coordinaton_extra_information
- Description: desc
- Parameters: params
- Return: bool
- Function: open_gates
- Description: Sabotage the gates on a region
- Parameters: REGION_SCRIPT_INTERFACE region, card32 duration
- Return: bool
- Function: disable_faction_characters_movement
- Description: Disable movement for a faction. This is for temporary disabling, don't use this to try and disable a faction for good
- Parameters: FACTION_SCRIPT_INTERFACE faction, card32 duration
- Return: bool
- Function: teleport_army
- Description: Teleport an army to a region
- Parameters: MILITARY_FORCE_SCRIPT_INTERFACE force, REGION_DATA_SCRIPT_INTERFACE target_region
- Return: bool
- Function: entity_resource_transaction
- Description: Apply a resource transaction to an entity
- Parameters: EntityInterface target_entity, String resource_cost_key, int32 duration (-1 once, 0 infinitE, N Rounds), bool required, bool apply_immediately
- Return: bool
- Function: abandon_settlement
- Description: Abandon the target regions settlement
- Parameters: REGION_SCRIPT_INTERFACE region
- Return: bool
- Function: add_unit
- Description: Add units to a military force
- Parameters: MILITARY_FORCE_SCRIPT_INTERFACE target_force, String main_unit_key, card32 amount, card8 xp
- Return: bool
- Function: destroy_unit
- Description: Destroy a given unit
- Parameters: UNIT_SCRIPT_INTERFACE target_unit
- Return: bool
- Function: remove_unit
- Description: Remove a unit from a given military force based on the unit record
- Parameters: MILITARY_FORCE_SCRIPT_INTERFACE target_force, String main_unit_key
- Return: bool
- Function: valid
- Description: Ensure the payload is valid. This will return false if an object required has been destroyed or if the payload state is just generally not valid anymore
- Parameters: FACTION_SCRIPT_INTERFACE target_faction
- Return: bool
- Function: clear
- Description: Remove all components from the payload
- Parameters: none
- Return: void
- Description: Caravans System Script Interface
- is_null_interface
- faction_caravans
- faction_caravans_by_key
- banditry_for_region
- banditry_for_region_by_key
- total_banditry_for_regions
- total_banditry_for_regions_by_key
- maximum_banditry
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: faction_caravans
- Description: Get caravans data for the specified faction
- Parameters: faction_caravans(FACTION_SCRIPT_INTERFACE faction)
- Return: FACTION_CARAVANS_SCRIPT_INTERFACE
- Function: faction_caravans_by_key
- Description: Get caravans data for the specified faction, by key
- Parameters: faction_caravans_by_key(String faction_key)
- Return: FACTION_CARAVANS_SCRIPT_INTERFACE
- Function: banditry_for_region
- Description: Get the current banditry value of a region
- Parameters: banditry_for_region(REGION_DATA_SCRIPT_INTERFACE region)
- Return: int32
- Function: banditry_for_region_by_key
- Description: Get the current banditry value of a region, by key
- Parameters: banditry_for_region_by_key(String region_key)
- Return: int32
- Function: total_banditry_for_regions
- Description: Get the total banditry value of a table of regions
- Parameters: total_banditry_for_regions(REGION_DATA_SCRIPT_INTERFACE (table) regions)
- Return: int32
- Function: total_banditry_for_regions_by_key
- Description: Get the total banditry value of a table of regions, by key
- Parameters: total_banditry_for_regions_by_key(String (table) region_keys)
- Return: int32
- Function: maximum_banditry
- Description: Get the maximum banditry value
- Parameters: maximum_banditry()
- Return: int32
- Description: A list of caravan 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: CARAVAN_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 caravan recruitment item 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: CARAVAN_RECRUITMENT_ITEM_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Caravan Recruitment Item Script Interface
- is_null_interface
- valid
- caravan_master
- cost
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: valid
- Description: Is this recruitment item valid for recruitment?
- Parameters: valid()
- Return: bool
- Function: caravan_master
- Description: Caravan master that would be recruited
- Parameters: caravan_master()
- Return: FAMILY_MEMBER_SCRIPT_INTERFACE
- Function: cost
- Description: Treasury cost of this item
- Parameters: cost()
- Return: int
- Description: Caravan Script Interface
- is_null_interface
- path
- position
- caravan_master
- caravan_force
- cargo
- is_returning
- rounds_until_return
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: path
- Description: The path this caravan is currently set to follow. This will be null if the caravan has an invalid position
- Parameters: path()
- Return: ROUTE_PATH_SCRIPT_INTERFACE
- Function: position
- Description: The current route position of this caravan. This may be invalid
- Parameters: position()
- Return: ROUTE_POSITION_SCRIPT_INTERFACE
- Function: caravan_master
- Description: Character that commands this caravan
- Parameters: caravan_master()
- Return: FAMILY_MEMBER_SCRIPT_INTERFACE
- Function: caravan_force
- Description: Military force of this caravan
- Parameters: caravan_force()
- Return: MILITARY_FORCE_SCRIPT_INTERFACE
- Function: cargo
- Description: Cargo amount that this caravan is currently carrying
- Parameters: cargo()
- Return: int32
- Function: is_returning
- Description: Is this caravan returning from a successful journey?
- Parameters: is_returning()
- Return: bool
- Function: rounds_until_return
- Description: Rounds until this caravan will become available, after a successful journey
- Parameters: rounds_until_return()
- Return: card32
- 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: Character details interface
- is_null_interface
- model
- faction
- forename
- surname
- get_forename
- get_surname
- character_type
- character_type_key
- character_subtype
- character_subtype_key
- character_subtype_has_female_name
- is_immortal
- has_trait
- trait_points
- has_ancillary
- is_male
- age
- has_skill
- number_of_traits
- trait_level
- loyalty
- personal_loyalty_factor
- has_father
- has_mother
- mother
- father
- family_member
- character_initiative_sets
- lookup_character_initiative_set_by_key
- pooled_resource_manager
- primary_character
- 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("general")
- Return: bool
- Function: character_type_key
- Description: Returns the character's type key, from the agents table
- Parameters:
- 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("wh_main_emp_lord")
- Return: bool
- Function: character_subtype_key
- Description: Returns the key of the character's agent subtype record
- Parameters:
- Return: String
- Function: character_subtype_has_female_name
- Description: Returns whether the agent subtype record associated with the character has a female name
- Parameters:
- Return: bool
- Function: is_immortal
- Description: Returns whether this character is immortal
- Parameters:
- 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: int32
- Function: personal_loyalty_factor
- Description: returns the characters personal loyalty factor
- Parameters: personal_loyalty_factor()
- Return: int32
- 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: character_initiative_sets
- Description: Initiative sets that this character has access to
- Parameters: character_initiative_sets()
- Return: CHARACTER_INITIATIVE_SET_LIST_SCRIPT_INTERFACE
- Function: lookup_character_initiative_set_by_key
- Description: Attempt to get a character initiative set (owned by this character), by key. *MAY BE NULL*
- Parameters: lookup_character_initiative_set_by_key(String record_key)
- Return: CHARACTER_INITIATIVE_SET_SCRIPT_INTERFACE
- Function: pooled_resource_manager
- Description: Pooled resource manager of this character
- Parameters: pooled_resource_manager()
- Return: POOLED_RESOURCE_MANAGER_SCRIPT_INTERFACE
- Function: primary_character
- Description: Primary character of these details. May be null if dead
- Parameters: primary_character()
- Return: CHARACTER_SCRIPT_INTERFACE
- Description: Character Imprisonment Rejection Reason Mask Scripting Interface
- is_null_interface
- is_member_of_garrison
- is_placeholder_character
- is_from_rebel_faction
- is_from_companion_faction
- is_from_dead_faction
- any
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: is_member_of_garrison
- Description: Is it because the prisoner is a member of a garrison?
- Parameters: is_member_of_garrison()
- Return: bool
- Function: is_placeholder_character
- Description: Is it because the prisoner is a placeholder character?
- Parameters: is_placeholder_character()
- Return: bool
- Function: is_from_rebel_faction
- Description: Is it because the prisoner is from a rebel faction?
- Parameters: is_from_rebel_faction()
- Return: bool
- Function: is_from_companion_faction
- Description: Is it because the prisoner is from a companion faction?
- Parameters: is_from_companion_faction()
- Return: bool
- Function: is_from_dead_faction
- Description: Is it because the prisoner is from a dead faction?
- Parameters: is_from_dead_faction()
- Return: bool
- Function: any
- Description: Is it because of any reason?
- Parameters: any()
- Return: bool
- Description: A list of character initiative 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_INITIATIVE_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: A character initiative. Provides effects over a duration, closer in behaviour to skills than effect bundles. Owned by a character
- is_null_interface
- record_key
- duration
- has_infinite_duration
- is_script_locked
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: record_key
- Description: Record key of this initiative
- Parameters: record_key()
- Return: String
- Function: duration
- Description: Duration of this initiative
- Parameters: duration()
- Return: int32
- Function: has_infinite_duration
- Description: Does this initiative have an infinite duration?
- Parameters: has_infinite_duration()
- Return: bool
- Function: is_script_locked
- Description: Is this initiative script locked?
- Parameters: is_script_locked()
- Return: bool
- Description: A list of character initiative set 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_INITIATIVE_SET_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: A collection of related character initiatives. Owned by a character
- is_null_interface
- all_initiatives
- active_initiatives
- lookup_initiative_by_key
- initiative_status_by_key
- initiative_status
- cooldown_remaining
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: all_initiatives
- Description: Returns a list of every initiative in this set
- Parameters: all_initiatives()
- Return: CHARACTER_INITIATIVE_LIST_SCRIPT_INTERFACE
- Function: active_initiatives
- Description: Returns a list of all active initiatives in this set
- Parameters: active_initiatives()
- Return: CHARACTER_INITIATIVE_LIST_SCRIPT_INTERFACE
- Function: lookup_initiative_by_key
- Description: Attempts ot find the character initiative in this set with the specified record key. *MAY BE NULL*
- Parameters: lookup_initiative_by_key(String record_key)
- Return: CHARACTER_INITIATIVE_SCRIPT_INTERFACE
- Function: initiative_status_by_key
- Description: Attempts ot find the character initiative in this set with the specified record key and give you back a valid status interface
- Parameters: initiative_status_by_key(String record_key)
- Return: CHARACTER_INITIATIVE_STATUS_SCRIPT_INTERFACE
- Function: initiative_status
- Description: Returns a status interface for the specified initiative
- Parameters: initiative_status(CHARACTER_INITIATIVE_SCRIPT_INTERFACE initiative)
- Return: CHARACTER_INITIATIVE_STATUS_SCRIPT_INTERFACE
- Function: cooldown_remaining
- Description: Number of rounds that the initiative set is on cooldown for. Zero if it's not on cooldown
- Parameters: cooldown_remaining()
- Return: card32
- Description: Status of a character initiative. Status is from the time this interface is returned
- is_null_interface
- is_active
- is_script_locked
- is_set_capacity_reached
- is_unavailable
- is_set_on_cooldown
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: is_active
- Description: Is this initiative active?
- Parameters: is_active()
- Return: bool
- Function: is_script_locked
- Description: Is this initiative script locked?
- Parameters: is_script_locked()
- Return: bool
- Function: is_set_capacity_reached
- Description: Is this initiative in a set that has reached its capacity (and not active)?
- Parameters: is_set_capacity_reached()
- Return: bool
- Function: is_unavailable
- Description: Is this initiative unavailable from the queried set?
- Parameters: is_unavailable()
- Return: bool
- Function: is_set_on_cooldown
- Description: Is the set that this initiative is a part of, on cooldown?
- Parameters: is_set_on_cooldown()
- 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 Observation Options Script Interface
- is_null_interface
- faction
- armies_options
- set_armies_options
- navies_options
- set_navies_options
- agents_options
- set_agents_options
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: faction
- Description: Faction that this observation option set targets. May be null
- Parameters: faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: armies_options
- Description: Observation options for armies
- Parameters: armies_options()
- Return: OBSERVATION_OPTIONS_SCRIPT_INTERFACE
- Function: set_armies_options
- Description: Set the observation options for armies
- Parameters: set_armies_options()
- Return: VOID
- Function: navies_options
- Description: Observation options for navies
- Parameters: navies_options()
- Return: OBSERVATION_OPTIONS_SCRIPT_INTERFACE
- Function: set_navies_options
- Description: Set the observation options for navies
- Parameters: set_navies_options()
- Return: VOID
- Function: agents_options
- Description: Observation options for agents
- Parameters: agents_options()
- Return: OBSERVATION_OPTIONS_SCRIPT_INTERFACE
- Function: set_agents_options
- Description: Set the observation options for agents
- Parameters: set_agents_options()
- Return: VOID
- 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
- flag_path
- in_settlement
- in_port
- is_besieging
- is_blockading
- is_carrying_troops
- character_type
- character_type_key
- character_subtype
- character_subtype_key
- is_governor
- 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
- 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
- personal_loyalty_factor
- interfaction_loyalty
- has_father
- has_mother
- mother
- father
- family_member
- is_politician
- post_battle_ancilary_chance
- is_caster
- is_visible_to_faction
- can_equip_ancillary
- is_wounded
- character_details
- effect_bundles
- can_reach_character
- can_reach_settlement
- can_reach_position
- can_reach_character_in_stance
- can_reach_settlement_in_stance
- can_reach_position_in_stance
- has_effect_bundle
- pooled_resource_manager
- bonus_values
- 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: flag_path
- Description: Returns the flag path used for this character
- Parameters: flag_path()
- 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: is_governor
- Description: Returns whther or not the character is governor.
- Parameters: is_governor()
- Return: int
- 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: 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: personal_loyalty_factor
- Description: returns the characters personal loyalty factor
- Parameters: personal_loyalty_factor()
- Return: int32
- Function: interfaction_loyalty
- Description: returns the characters interfaction loyalty
- Parameters: interfaction_loyalty()
- Return: int32
- 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: 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: character_details
- Description: persistent details of this character
- Parameters: character_details()
- Return: CHARACTER_DETAILS_SCRIPT_INTERFACE
- Function: effect_bundles
- Description: Effect bundles currently active on the character
- Parameters: effect_bundles()
- Return: EFFECT_BUNDLE_LIST_SCRIPT_INTERFACE
- Function: can_reach_character
- Description: Can a this character reach another character this turn?
- Parameters: can_reach_character(target_character)
- Return: bool
- Function: can_reach_settlement
- Description: Can this character reach a settlement this turn?
- Parameters: can_reach_settlement(settlement)
- Return: bool
- Function: can_reach_position
- Description: Can this character reach a (loigcal hex map) position this turn?
- Parameters: can_reach_position(x, y)
- Return: bool
- Function: can_reach_character_in_stance
- Description: Can this character, in the specified stance, reach another character this turn?
- Parameters: can_reach_character_in_stance(target_character, stance_key)
- Return: bool
- Function: can_reach_settlement_in_stance
- Description: Can this character, in the specified stance, reach a settlement this turn?
- Parameters: can_reach_settlement_in_stance(settlement, stance_key)
- Return: bool
- Function: can_reach_position_in_stance
- Description: Can this character, in the specified stance, reach a (logical hex map) position this turn?
- Parameters: can_reach_position_in_stance(x, y, stance_key)
- Return: bool
- Function: has_effect_bundle
- Description: Test if this character has the specified effect bundle
- Parameters: has_effect_bundle()
- Return: bool
- Function: pooled_resource_manager
- Description: Pooled resource manager of this character
- Parameters: pooled_resource_manager()
- Return: POOLED_RESOURCE_MANAGER_SCRIPT_INTERFACE
- Function: bonus_values
- Description: Active bonus values of this character
- Parameters: bonus_values()
- Return: BONUS_VALUES_SCRIPT_INTERFACE
- Description: Cook Dish Script Interface
- is_null_interface
- recipe
- ingredients
- faction_effects
- faction_leader_effects
- remaining_duration
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: recipe
- Description: Recipe of the dish
- Parameters: recipe()
- Return: String
- Function: ingredients
- Description: Ingredients used in the dish
- Parameters: ingredients()
- Return: Lua String Table
- Function: faction_effects
- Description: Effects provided to the faction
- Parameters: faction_effects()
- Return: EFFECT_LIST_SCRIPT_INTERFACE
- Function: faction_leader_effects
- Description: Effects provided to the faction leader
- Parameters: faction_leader_effects()
- Return: EFFECT_LIST_SCRIPT_INTERFACE
- Function: remaining_duration
- Description: Number of rounds remaining for this dish
- Parameters: remaining_duration()
- Return: card32
- Description: Cook System Script Interface
- is_null_interface
- faction_cooking_info
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: faction_cooking_info
- Description: Returns the cooking info for the specified faction. Null if the faction does not cook
- Parameters: faction_cooking_info(FACTION_SCRIPT_INTERFACE faction)
- Return: FACTION_COOKING_INFO_SCRIPT_INTERFACE
- 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
- set_effect_value_by_key
- remove_effect
- remove_effect_by_key
- 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: set_effect_value_by_key
- Description: Change the value of the specified effect, bby key
- Parameters: set_effect_value_by_key(String effect_key, float32 new_value)
- Return: bool
- Function: remove_effect
- Description: Remove the specified effect
- Parameters: remove_effect(EFFECT_SCRIPT_INTERFACE effect)
- Return: bool
- Function: remove_effect_by_key
- Description: Remove the specified effect, by key
- Parameters: remove_effect_by_key(String effect_key)
- Return: bool
- Description: Debug Drawing Script Interface
- is_null_interface
- draw_line
- draw_sphere
- draw_aabb
- draw_text
- draw_text_screen_space
- set_colour
- set_begin
- set_end
- set_depth_test
- set_draw_duration
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: draw_line
- Description: Draws a debug line to the screen from begin to end using the current drawing colour
- Parameters: draw_line()
- Return: NONE
- Function: draw_sphere
- Description: Draws a debug sphere to the screen at begin using the current drawing colour
- Parameters: draw_sphere(float32 radius)
- Return: NONE
- Function: draw_aabb
- Description: Draws a debug AABB (Axis Aligned Bounding Box) to the screen between begin and end using the current drawing colour
- Parameters: draw_aabb()
- Return: NONE
- Function: draw_text
- Description: Draws debug text to the screen at begin using the current drawing colour
- Parameters: draw_text(String text)
- Return: NONE
- Function: draw_text_screen_space
- Description: Draws debug text to the screen at specified screen position, using the current drawing colour
- Parameters: draw_text_screen_space(String text, card32 pixel_x, card32 pixel_y)
- Return: NONE
- Function: set_colour
- Description: Set the current drawing colour
- Parameters: set_colour(card8 red, card8 green, card8 blue, card8 alpha)
- Return: NONE
- Function: set_begin
- Description: Set the begin position
- Parameters: set_begin(float32 x, float32 y, float32 z)
- Return: NONE
- Function: set_end
- Description: Set the end position
- Parameters: set_end(float32 x, float32 y, float32 z)
- Return: NONE
- Function: set_depth_test
- Description: Set whether drawing is depth tested (can be overlapped by game objects)
- Parameters: set_depth_test(bool depth_test)
- Return: NONE
- Function: set_draw_duration
- Description: Set the time for any debug drawing items to remain on screen. Time is in seconds
- Parameters: set_draw_duration(float32 duration_in_seconds)
- Return: NONE
- 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: duration()
- Return: card32
- 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_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 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: Faction Caravans Script Interface
- is_null_interface
- faction
- active_caravans
- idle_caravans
- maximum_active_caravans
- number_of_active_caravans
- valid_caravan_start_points
- available_caravan_recruitment_items
- can_recruit_caravan
- can_start_caravan
- route_network
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: faction
- Description: Owning faction
- Parameters: faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: active_caravans
- Description: Active caravans owned by this faction
- Parameters: active_caravans()
- Return: CARAVAN_LIST_SCRIPT_INTERFACE
- Function: idle_caravans
- Description: Idle caravans owned by this faction
- Parameters: idle_caravans()
- Return: CARAVAN_LIST_SCRIPT_INTERFACE
- Function: maximum_active_caravans
- Description: Maximum caravans this faction can have active at any time
- Parameters: maximum_active_caravans()
- Return: int32
- Function: number_of_active_caravans
- Description: Number of caravans this faction currently has active
- Parameters: number_of_active_caravans()
- Return: int32
- Function: valid_caravan_start_points
- Description: Exhaustive list of route nodes this faction may start a caravan from
- Parameters: valid_caravan_start_points()
- Return: ROUTE_NODE_LIST_SCRIPT_INTERFACE
- Function: available_caravan_recruitment_items
- Description: List of all caravans that may be recruited
- Parameters: available_caravan_recruitment_items()
- Return: CARAVAN_RECRUITMENT_ITEM_LIST_SCRIPT_INTERFACE
- Function: can_recruit_caravan
- Description: Can the given caravan be recruited?
- Parameters: can_recruit_caravan(FAMILY_MEMBER_SCRIPT_INTERFACE caravan_master)
- Return: bool
- Function: can_start_caravan
- Description: Can the given caravan be started?
- Parameters: can_start_caravan(FAMILY_MEMBER_SCRIPT_INTERFACE caravan_master)
- Return: bool
- Function: route_network
- Description: Route network that this faction uses for its caravans
- Parameters: route_network()
- Return: ROUTE_NETWORK_SCRIPT_INTERFACE
- Description: Faction Character Tagging System Script Interface
- is_null_interface
- faction_tags
- character_tag
- faction_that_has_tagged_character
- is_character_tagged
- is_character_tagged_by_faction
- is_character_tagged_by_one_of_factions
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: faction_tags
- Description: Returns a list of character tags owned by the faction. Null if faction isn't present in the system
- Parameters: faction_tags(FACTION_SCRIPT_INTERFACE faction)
- Return: FACTION_CHARACTER_TAG_ENTRY_LIST_SCRIPT_INTERFACE
- Function: character_tag
- Description: Returns the character tag entry for this character. Null if the character is not tagged
- Parameters: character_tag(FAMILY_MEMBER_SCRIPT_INTERFACE character)
- Return: FACTION_CHARACTER_TAG_ENTRY_SCRIPT_INTERFACE
- Function: faction_that_has_tagged_character
- Description: Returns the faction that has tagged the specified character. Null if the character is not tagged
- Parameters: faction_that_has_tagged_character(FAMILY_MEMBER_SCRIPT_INTERFACE character)
- Return: FACTION_SCRIPT_INTERFACE
- Function: is_character_tagged
- Description: Is the specified character tagged by any faction?
- Parameters: is_character_tagged(FAMILY_MEMBER_SCRIPT_INTERFACE character)
- Return: bool
- Function: is_character_tagged_by_faction
- Description: Is the specified character tagged by the specified faction?
- Parameters: is_character_tagged_by_faction(FAMILY_MEMBER_SCRIPT_INTERFACE character, FACTION_SCRIPT_INTERFACE faction)
- Return: bool
- Function: is_character_tagged_by_one_of_factions
- Description: Is the specified character tagged by one of the specified factions?
- Parameters: is_character_tagged_by_one_of_factions(FAMILY_MEMBER_SCRIPT_INTERFACE character, FACTION_SCRIPT_INTERFACE_TABLE factions)
- Return: bool
- Description: A list of faction character tag entry 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_CHARACTER_TAG_ENTRY_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Faction Character Tag Entry Script Interface
- is_null_interface
- character
- tag_record_key
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: character
- Description: Character of this tag
- Parameters: character()
- Return: FAMILY_MEMBER_SCRIPT_INTERFACE
- Function: tag_record_key
- Description: Key of the tag record
- Parameters: tag_record_key()
- Return: String
- Description: Faction Cooking Info Script Interface
- is_null_interface
- is_recipe_available
- is_ingredient_available
- is_recipe_unlocked
- is_ingredient_unlocked
- active_dish
- max_primary_ingredients
- max_secondary_ingredients
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: is_recipe_available
- Description: Can the faction ever cook this recipe?
- Parameters: is_recipe_available(String recipe_key)
- Return: bool
- Function: is_ingredient_available
- Description: Can the faction ever unlock this ingredient?
- Parameters: is_ingredient_available(String ingredient_key)
- Return: bool
- Function: is_recipe_unlocked
- Description: Is this recipe unlocked/known?
- Parameters: is_recipe_unlocked(String recipe_key)
- Return: bool
- Function: is_ingredient_unlocked
- Description: Is this ingredient unlocked?
- Parameters: is_ingredient_unlocked(String ingredient_key)
- Return: bool
- Function: active_dish
- Description: Key of the currently active dish. Empty if none
- Parameters: active_dish()
- Return: String
- Function: max_primary_ingredients
- Description: Maximum amount of primary ingredients this faction may cook with
- Parameters: max_primary_ingredients()
- Return: card32
- Function: max_secondary_ingredients
- Description: Maximum amount of secondary ingredients this faction may cook with
- Parameters: max_secondary_ingredients()
- Return: card32
- 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: A list of faction province manager 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_PROVINCE_MANAGER_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Faction Province manager script interface. Represents the segment of a province owned by a faction
- is_null_interface
- province
- regions
- has_effect_bundle
- pooled_resource_manager
- bonus_values
- gdp
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: province
- Description: Geographical province that contains this faction province
- Parameters: province()
- Return: PROVINCE_SCRIPT_INTERFACE
- Function: regions
- Description: Regions controlled by this faction province manager
- Parameters: regions()
- Return: REGION_LIST_SCRIPT_INTERFACE
- Function: has_effect_bundle
- Description: does the province contain the specified effect bundle?
- Parameters: has_effect_bundle(String effect_bundle_key)
- Return: bool
- Function: pooled_resource_manager
- Description: Pooled resource manager of this faction province
- Parameters: pooled_resource_manager()
- Return: POOLED_RESOURCE_MANAGER_SCRIPT_INTERFACE
- Function: bonus_values
- Description: Active bonus values of this faction province
- Parameters: bonus_values()
- Return: BONUS_VALUES_SCRIPT_INTERFACE
- Function: gdp
- Description: Returns the gross domestic produce of all regions in this faction province
- Parameters: gdp()
- Return: number
- Description: Faction Rituals Script Interface
- is_null_interface
- active_rituals
- ritual_status
- 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_SCRIPT_INTERFACE
- Function: ritual_status
- Description: status of the specified ritual for this faction NOTE: The result of this call is a bit mask and needs to be checked accordingly
- Parameters: ritual_status(String ritual_record_key)
- Return: RITUAL_STATUS_SCRIPT_INTERFACE
- Description: Faction interface
- is_null_interface
- command_queue_index
- region_list
- character_list
- military_force_list
- model
- is_factions_turn
- is_human
- is_idle_human
- name
- home_region
- faction_leader
- has_faction_leader
- has_home_region
- flag_path
- started_war_this_turn
- ended_war_this_turn
- ancillary_exists
- num_allies
- at_war
- allied_with
- non_aggression_pact_with
- trade_agreement_with
- 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
- treasury
- treasury_percent
- losing_money
- expenditure
- income
- net_income
- tax_level
- upkeep
- upkeep_income_percent
- upkeep_expenditure_percent
- research_queue_idle
- has_technology
- is_currently_researching
- has_available_technologies
- num_completed_technologies
- num_generals
- culture
- subculture
- has_food_shortages
- imperium_level
- diplomatic_standing_with
- diplomatic_attitude_towards
- factions_non_aggression_pact_with
- factions_trading_with
- factions_at_war_with
- factions_met
- factions_of_same_culture
- factions_of_same_subculture
- factions_allied_with
- factions_defensive_allies_with
- factions_military_allies_with
- 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_resource_manager
- has_ritual_chain
- has_access_to_ritual_category
- get_climate_suitability
- foreign_slot_managers
- is_allowed_to_capture_territory
- can_be_human
- effect_bundles
- is_rebel
- is_faction
- unit_cap
- unit_cap_remaining
- bonus_values
- agent_cap
- agent_cap_remaining
- agent_subtype_cap
- agent_subtype_cap_remaining
- team_mates
- is_team_mate
- is_primary_faction
- turn_is_skipped
- num_provinces
- num_complete_provinces
- provinces
- complete_provinces
- 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: region_list
- Description: A list of regions owned by the faction
- Parameters: region_list()
- Return: REGION_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_factions_turn
- Description: Is it currently this faction's turn?
- Parameters: is_factions_turn()
- Return: bool
- Function: is_human
- Description: Is this a human faction?
- Parameters: is_human()
- Return: bool
- Function: is_idle_human
- Description: Is this an idle human faction? An idle human faction started the campaign human-player controlled but they've dropped out at some point and not yet resumed.
- Parameters: is_idle_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: flag_path
- Description: Gets the flag folder path used by this faction
- Parameters: flag_path()
- Return: String
- 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: non_aggression_pact_with
- Description: Does this faction have a non-aggression pact with another faction?
- Parameters: non_aggression_pact_with(context:character():faction())
- Return: bool
- Function: trade_agreement_with
- Description: Does this faction have a trade agreement with another faction?
- Parameters: trade_agreement_with(context:character():faction())
- 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: 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: expenditure
- Description: Returns the factions regular expenditure
- Parameters: expenditure()
- Return: int
- Function: income
- Description: Returns the factions regular income. This is the income before expenditure is subtracted
- Parameters: income()
- Return: int
- Function: net_income
- Description: Returns the factions net income, after expenditure is subtracted
- Parameters: net_income()
- Return: int
- Function: tax_level
- Description: Returns the average tax level for the faction
- Parameters: tax_level()
- Return: int
- Function: upkeep
- Description: Returns the upkeep cost of all units in the faction
- Parameters: upkeep()
- Return: int
- Function: upkeep_income_percent
- Description: Returns the proportion of total income consumed by unit upkeep
- Parameters: upkeep_income_percent()
- Return: float
- Function: upkeep_expenditure_percent
- Description: Returns the percentage of total expenditure consumed by unit upkeep
- Parameters: upkeep_expenditure_percent()
- Return: float
- Function: research_queue_idle
- Description: Is faction not researching any tech even though they could be
- Parameters: research_queue_idle()
- Return: bool
- Function: has_technology
- Description: Does the characters faction have the specified technology
- Parameters: has_technology("beer")
- Return: bool
- Function: is_currently_researching
- Description: Is the faction currently researching a technology?
- Parameters: is_currently_researching()
- Return: bool
- Function: has_available_technologies
- Description: Does the faction have any technologies currently available for research
- Parameters: has_available_technologies()
- Return: bool
- Function: num_completed_technologies
- Description: How many technologies has this faction completed researching?
- Parameters: num_completed_technologies()
- Return: int
- 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: diplomatic_standing_with
- Description: return the factions diplomatic standing with the specified faction
- Parameters: diplomatic_standing_with()
- Return: int32
- Function: diplomatic_attitude_towards
- Description: return the factions attitude towards the specified faction
- Parameters: diplomatic_attitude_towards()
- Return: float
- 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_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_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: factions_allied_with
- Description: return the factions allied to this faction
- Parameters: factions_allied_with()
- Return: FACTION_LIST_SCRIPT_INTERFACE
- Function: factions_defensive_allies_with
- Description: return the factions this faction has a defensive alliance with
- Parameters: factions_defensive_allies_with()
- Return: FACTION_LIST_SCRIPT_INTERFACE
- Function: factions_military_allies_with
- Description: return the factions this faction has a military alliance with
- Parameters: factions_military_allies_with()
- 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: REGION_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_SCRIPT_INTERFACE
- 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_resource_manager
- Description: Manager for pooled resources contained by this faction
- Parameters: pooled_resource_manager()
- Return: POOLED_RESOURCE_MANAGER_SCRIPT_INTERFACE
- 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: 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: is_allowed_to_capture_territory
- Description: Returns whether the faction is allowed to capture territory
- Parameters: is_allowed_to_capture_territory()
- Return: bool
- Function: can_be_human
- Description: Returns whether the faction can be played by a human player
- Parameters: can_be_human()
- Return: bool
- Function: effect_bundles
- Description: Effect bundles active on the faction
- Parameters: effect_bundles()
- Return: EFFECT_BUNDLE_LIST_SCRIPT_INTERFACE
- Function: is_rebel
- Description: Is this the rebel faction?
- Parameters: is_rebel()
- Return: bool
- Function: is_faction
- Description: Is this the same faction as another interface?
- Parameters: is_faction(FACTION_SCRIPT_INTERFACE other)
- Return: bool
- Function: unit_cap
- Description: Unit cap for the specified unit. -1 if unlimited.
- Parameters: unit_cap(String unit_record_key)
- Return: int32
- Function: unit_cap_remaining
- Description: Unit cap remaining for the specified unit. -1 if unlimited.
- Parameters: unit_cap_available(String unit_record_key)
- Return: int32
- Function: bonus_values
- Description: Active bonus values of this faction
- Parameters: bonus_values()
- Return: BONUS_VALUES_SCRIPT_INTERFACE
- Function: agent_cap
- Description: Total capacity for agents of the given type in this faction
- Parameters: agent_cap(String agent_key)
- Return: card32
- Function: agent_cap_remaining
- Description: Remaining capacity for agents of the given type in this faction
- Parameters: agent_cap_remaining(String agent_key)
- Return: card32
- Function: agent_subtype_cap
- Description: Total capacity for agents of the given subtype in this faction
- Parameters: agent_subtype_cap(String agent_subtype_key)
- Return: card32
- Function: agent_subtype_cap_remaining
- Description: Remaining capacity for agents of the given subtype in this faction
- Parameters: agent_subtype_cap_remaining(String agent_subtype_key)
- Return: card32
- Function: team_mates
- Description: Faction list - Team mates of given faction
- Parameters: team_mates()
- Return: FACTION_LIST_SCRIPT_INTERFACE
- Function: is_team_mate
- Description: Does the faction a team mate of this faction
- Parameters: is_team_mate(FACTION_SCRIPT_INTERFACE other)
- Return: bool
- Function: is_primary_faction
- Description: Is this faction currently a primary faction for its subculture?
- Parameters: is_primary_faction()
- Return: bool
- Function: turn_is_skipped
- Description: Is this faction currently having its turn skipped?
- Parameters: turn_is_skipped()
- Return: bool
- Function: num_provinces
- Description: Get the total number of provinces where this faction controls one or more regions
- Parameters: num_provinces()
- Return: card32
- Function: num_complete_provinces
- Description: Get the total number of provinces where this faction controls all regions
- Parameters: num_complete_provinces()
- Return: card32
- Function: provinces
- Description: Return a list of province interfaces for every province that this faction controls one or more regions in. Use the num_provinces method instead if you just want the count
- Parameters: provinces()
- Return: FACTION_PROVINCE_MANAGER_LIST_SCRIPT_INTERFACE
- Function: complete_provinces
- Description: Return a list of province interfaces for every province that this faction controls completely. Use the num_complete_provinces method instead if you just want the count
- Parameters: complete_provinces()
- Return: FACTION_PROVINCE_MANAGER_LIST_SCRIPT_INTERFACE
- Description: A list of family member 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: Family interface
- is_null_interface
- has_father
- has_mother
- father
- mother
- has_trait
- come_of_age
- command_queue_index
- character_details
- armory
- character
- 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_details
- Description: return persistent character details assosciated with this family member/character
- Parameters: character_details()
- Return: CHARACTER_DETAILS_SCRIPT_INTERFACE
- Function: armory
- Description: return the armory interface for the current family member
- Parameters: armory()
- Return: ARMORY_SCRIPT_INTERFACE
- Function: character
- Description: return the character attached to this family member. May be null if the character is dead
- Parameters: character()
- Return: CHARACTER_SCRIPT_INTERFACE
- 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_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 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_SCRIPT_INTERFACE
- 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
- has_been_discovered
- current_discoverability
- discoverability_threshold
- 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: gdp()
- Return: card32
- Function: has_been_discovered
- Description: returns whether the foreign slots in this region have already been discovered or not, will return false in case of invalid CQI or missing parameter
- Parameters: has_been_discovered()
- Return: bool
- Function: current_discoverability
- Description: returns the current discoverability value, which is made up of all positive and negative effects, will return 0 in case of invalid faction_cqi or missing parameter
- Parameters: current_discoverability()
- Return: int32
- Function: discoverability_threshold
- Description: returns the current threshold discoverability value, the foreign slots will be revealed should the current_discoverability exceed this value
- Parameters: discoverability_threshold()
- Return: int32
- Description: Foreign Slot Script Interface
- is_null_interface
- cqi
- slot_manager
- has_building
- building
- type_key
- template_key
- active
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: cqi
- Description: Command Queue Index of this slot
- Parameters: cqi()
- Return: card32
- 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
- Function: active
- Description: is this slot active?
- Parameters: active()
- 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
- besieging_character
- 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: besieging_character
- Description: Get the character besieging this garrison
- Parameters: besieging_character()
- Return: CHARACTER_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: 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_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
- will_suffer_any_attrition
- can_recruit_agent_at_force
- can_recruit_unit
- can_recruit_unit_class
- can_recruit_unit_category
- strength
- has_effect_bundle
- effect_bundles
- force_type
- pooled_resource_manager
- bonus_values
- is_set_piece_battle_army
- set_piece_battle_army_key
- has_access_to_military_force_mercenary_pool_of_recruitment_source
- lookup_streak_value
- 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: will_suffer_any_attrition
- Description: returns true if the force will suffer attrition
- Parameters: will_suffer_any_attrition()
- 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: force_type
- Description: Military force type
- Parameters: force_type()
- Return: MILITARY_FORCE_TYPE_SCRIPT_INTERFACE
- Function: pooled_resource_manager
- Description: Pooled resource manager of this military force
- Parameters: pooled_resource_manager()
- Return: POOLED_RESOURCE_MANAGER_SCRIPT_INTERFACE
- Function: bonus_values
- Description: Active bonus values of this military force
- Parameters: bonus_values()
- Return: BONUS_VALUES_SCRIPT_INTERFACE
- Function: is_set_piece_battle_army
- Description: Has this army been spawned as part of a set piece battle?
- Parameters: is_set_piece_battle_army()
- Return: bool
- Function: set_piece_battle_army_key
- Description: battle_set_piece_armies record key for this military force. Will be empty if this is not a quest battle army
- Parameters: set_piece_battle_army_key()
- Return: String
- Function: has_access_to_military_force_mercenary_pool_of_recruitment_source
- Description: Test if this military force has access to a mercenary pool of a specific recruitment source type. (recruitment sources table)
- Parameters: has_access_to_military_force_mercenary_pool_of_recruitment_source(String recruitment_source_key)
- Return: bool
- Function: lookup_streak_value
- Description: Get the current streak value of this military force. Will return -1 if no streak is present. This is a lookup, please cache the results.
- Parameters: lookup_streak_value(String streak_key)
- Return: int32
- Description: Military Force Slot Script Interface
- is_null_interface
- model
- military_force
- has_building
- building
- type_key
- template_key
- active
- faction
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: model
- Description: Campaign Modle
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- Function: military_force
- Description: Military Force containing the slot
- Parameters: military_force()
- Return: MILITARY_FORCE_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
- Function: active
- Description: is this slot active?
- Parameters: active()
- Return: bool
- Function: faction
- Description: Faction of the containing slot
- Parameters: faction()
- Return: FACTION_SCRIPT_INTERFACE
- Description: A military force type record
- is_null_interface
- key
- has_feature
- can_convert_to
- can_automatically_convert_to
- 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 force_type
- Parameters: key()
- Return: String
- Function: has_feature
- Description: Does this force type have the specified feature available?
- Parameters: has_feature(String feature_key)
- Return: bool
- Function: can_convert_to
- Description: Can this force type convert to the specified other force type?
- Parameters: can_convert_to(String force_type_key)
- Return: bool
- Function: can_automatically_convert_to
- Description: Can this force type automatically convert to the specified other force type?
- Parameters: can_automatically_convert_to(String force_type_key)
- Return: bool
- 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
- campaign_name
- campaign_name_key
- random_percent
- random_int
- is_multiplayer
- is_player_turn
- character_can_reach_character
- character_can_reach_settlement
- character_can_reach_position
- character_can_reach_character_in_stance
- character_can_reach_settlement_in_stance
- character_can_reach_position_in_stance
- character_can_ever_reach_position
- character_can_ever_reach_character
- character_can_ever_reach_settlement
- difficulty_level
- combined_difficulty_level
- faction_is_local
- player_steam_id_is_even
- campaign_ai
- campaign_type
- prison_system
- family_member_for_command_queue_index
- character_for_command_queue_index
- military_force_for_command_queue_index
- faction_for_command_queue_index
- unit_for_command_queue_index
- has_family_member_command_queue_index
- has_character_command_queue_index
- has_military_force_command_queue_index
- has_faction_command_queue_index
- shared_states_manager
- unit_size_multiplier
- has_unit_command_queue_index
- logical_position_for_display_position
- display_position_for_logical_position
- debug_drawing
- 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: 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: campaign_name_key
- Description: Returns the key of the currenty campaign
- Parameters: campaign_name_key()
- Return: String
- 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: character_can_reach_character(character, 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: character_can_reach_position
- Description: Can a character reach a (loigcal hex map) position this turn?
- Parameters: character_can_reach_position(character, x, y)
- Return: bool
- Function: character_can_reach_character_in_stance
- Description: Can a character, in the specified stance, reach another character this turn?
- Parameters: character_can_reach_character_in_stance(character, target_character, stance_key)
- Return: bool
- Function: character_can_reach_settlement_in_stance
- Description: Can a character, in the specified stance, reach a settlement this turn?
- Parameters: character_can_reach_settlement_in_stance(character, settlement, stance_key)
- Return: bool
- Function: character_can_reach_position_in_stance
- Description: Can a character, in the specified stance, reach a (logical hex map) position this turn?
- Parameters: character_can_reach_position_in_stance(character, x, y, stance_key)
- Return: bool
- Function: character_can_ever_reach_position
- Description: Can a character, reach a (logical hex map) position in any number of turns?
- Parameters: character_can_ever_reach_position(character, x, y)
- Return: bool
- Function: character_can_ever_reach_character
- Description: Can a character, reach a character in any number of turns?
- Parameters: character_can_ever_reach_character(CHARACTER_SCRIPT_INTERFACE source, CHARACTER_SCRIPT_INTERFACE target)
- Return: bool
- Function: character_can_ever_reach_settlement
- Description: Can a character, reach a settlement in any number of turns?
- Parameters: character_can_ever_reach_settlement(CHARACTER_SCRIPT_INTERFACE source, SETTLEMENT_SCRIPT_INTERFACE target)
- 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: int32
- Function: prison_system
- Description: Returns the prison system
- Parameters: prison_system()
- Return: PRISON_SYSTEM_SCRIPT_INTERFACE
- 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: 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: 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: 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_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_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: shared_states_manager
- Description: Returns shared states manager interface
- Parameters: shared_states_manager()
- Return: SHARED_STATES_MANAGER_SCRIPT_INTERFACE
- Function: unit_size_multiplier
- Description: Returns the active unit size multiplier as a decimal percentage. e.g 0.75 for 75% base scale.
- Parameters: unit_size_multiplier()
- Return: float
- 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
- Function: logical_position_for_display_position
- Description: Returns the logical (hex grid) position for a display position (world space).
- Parameters: logical_position_for_display_position(float32 display_pos_x, float32 display_pos_z)
- Return: (card16 X, card16 Y)
- Function: display_position_for_logical_position
- Description: Returns the display position( World Space X, Z) for a logical position (hex grid). Will return 0,0 if invalid
- Parameters: display_position_for_logical_position(card16 logical_pos_x, card16 logical_pos_y)
- Return: (float32 X, float32 Z)
- Function: debug_drawing
- Description: Debug Drawing Interface. NOT AVAILABLE IN RETAIL
- Parameters: debug_drawing()
- Return: DEBUG_DRAWING_SCRIPT_INTERFACE
- Description: A list of mutable ritual performing character 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: MODIFY_RITUAL_PERFORMING_CHARACTER_LIST_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Modify Ritual Performing Character Script Interface
- is_null_interface
- performer_record
- performer
- status
- status_with_performer
- required_agent_type
- required_agent_subtype
- required_level
- recovery_time
- set_performer
- clear
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: performer_record
- Description: Ritual performing character record key
- Parameters: performer_record()
- Return: String
- Function: performer
- Description: Family member of the character currently in the slot
- Parameters: performer()
- Return: FAMILY_MEMBER_SCRIPT_INTERFACE
- Function: status
- Description: Status with the character currently in the slot
- Parameters: status(RITUAL_SETUP_SCRIPT_INTERFACE setup)
- Return: RITUAL_PERFORMING_CHARACTER_STATUS_SCRIPT_INTERFACE
- Function: status_with_performer
- Description: Status with the specified character
- Parameters: status_with_performer(RITUAL_SETUP_SCRIPT_INTERFACE setup, FAMILY_MEMBER_SCRIPT_INTERFACE performer)
- Return: RITUAL_PERFORMING_CHARACTER_STATUS_SCRIPT_INTERFACE
- Function: required_agent_type
- Description: Required agent type. Empty if none
- Parameters: required_agent_type()
- Return: String
- Function: required_agent_subtype
- Description: Required agent subtype. Empty if none
- Parameters: required_agent_subtype()
- Return: String
- Function: required_level
- Description: Required level
- Parameters: required_level()
- Return: card32
- Function: recovery_time
- Description: Number of rounds the performer will convalesce after performing the ritual
- Parameters: recovery_time()
- Return: card32
- Function: set_performer
- Description: Attempt to set the character in the performer slot
- Parameters: set_performer(RITUAL_SETUP_SCRIPT_INTERFACE setup, FAMILY_MEMBER_SCRIPT_INTERFACE performer)
- Return: bool
- Function: clear
- Description: Clear the slot
- Parameters: clear()
- Return: void
- Description: Modify Ritual Setup Script Interface
- is_null_interface
- performing_faction
- ritual_record
- performing_characters_valid
- performing_characters
- target
- change_ritual
- change_performing_faction
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: performing_faction
- Description: The faction performing the ritual
- Parameters: performing_faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: ritual_record
- Description: The ritual to be performed
- Parameters: ritual_record()
- Return: String
- Function: performing_characters_valid
- Description: Are all the performing character slots valid?
- Parameters: performing_characters_valid()
- Return: bool
- Function: performing_characters
- Description: A list of the performing character slots
- Parameters: performing_characters()
- Return: MODIFY_RITUAL_PERFORMING_CHARACTER_LIST_SCRIPT_INTERFACE
- Function: target
- Description: The target of this ritual
- Parameters: target()
- Return: MODIFY_RITUAL_TARGET_SCRIPT_INTERFACE
- Function: change_ritual
- Description: Change the ritual setup to a different ritual. This will clear performing characters
- Parameters: change_ritual()
- Return: void
- Function: change_performing_faction
- Description: Change the performing faction to a different faction. This will clear performing characters
- Parameters: change_performing_faction()
- Return: void
- Description: Modify Ritual Target Script Interface
- is_null_interface
- valid
- target_faction_status
- target_region_status
- target_force_status
- target_type
- target_record_key
- get_target_faction
- get_target_region
- get_target_force
- is_faction_valid_target
- is_region_valid_target
- is_force_valid_target
- can_target_self
- status_for_faction_target
- status_for_region_target
- status_for_force_target
- get_all_valid_target_forces_in_faction
- get_all_valid_target_regions_in_faction
- get_all_valid_target_factions
- clear
- set_target_faction
- set_target_region
- set_target_force
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: valid
- Description: Is the target currently valid?
- Parameters: valid()
- Return: bool
- Function: target_faction_status
- Description: Get the status of the current target faction
- Parameters: target_faction_status()
- Return: RITUAL_TARGET_FACTION_STATUS_SCRIPT_INTERFACE
- Function: target_region_status
- Description: Get the status of the current target region
- Parameters: target_region_status()
- Return: RITUAL_TARGET_REGION_STATUS_SCRIPT_INTERFACE
- Function: target_force_status
- Description: Get the status of the current target force
- Parameters: target_force_status()
- Return: RITUAL_TARGET_MILITARY_FORCE_STATUS_SCRIPT_INTERFACE
- Function: target_type
- Description: Get the target type
- Parameters: target_type()
- Return: String
- Function: target_record_key
- Description: Get the key of the target record
- Parameters: target_record_key()
- Return: String
- Function: get_target_faction
- Description: Attempt to get the target faction. May be null
- Parameters: get_target_faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: get_target_region
- Description: Attempt to get the target region. May be null
- Parameters: get_target_region()
- Return: REGION_SCRIPT_INTERFACE
- Function: get_target_force
- Description: Attempt to get the target force. May be null
- Parameters: get_target_force()
- Return: MILITARY_FORCE_SCRIPT_INTERFACE
- Function: is_faction_valid_target
- Description: Is the specified faction a valid target?
- Parameters: is_faction_valid_target(FACTION_SCRIPT_INTERFACE faction)
- Return: bool
- Function: is_region_valid_target
- Description: Is the specified region a valid target?
- Parameters: is_region_valid_target(REGION_SCRIPT_INTERFACE faction)
- Return: bool
- Function: is_force_valid_target
- Description: Is the specified force a valid target?
- Parameters: is_region_valid_target(REGION_SCRIPT_INTERFACE faction)
- Return: bool
- Function: can_target_self
- Description: Is the performing faction able to target itself?
- Parameters: can_target_self()
- Return: bool
- Function: status_for_faction_target
- Description: Status for the provided faction.
- Parameters: status_for_faction_target(FACTION_SCRIPT_INTERFACE faction)
- Return: RITUAL_TARGET_FACTION_STATUS_SCRIPT_INTERFACE
- Function: status_for_region_target
- Description: Status for the provided region.
- Parameters: status_for_region_target(REGION_SCRIPT_INTERFACE region)
- Return: RITUAL_TARGET_REGION_STATUS_SCRIPT_INTERFACE
- Function: status_for_force_target
- Description: Status for the provided force.
- Parameters: status_for_force_target(MILITARY_FORCE_SCRIPT_INTERFACE force)
- Return: RITUAL_TARGET_MILITARY_FORCE_STATUS_SCRIPT_INTERFACE
- Function: get_all_valid_target_forces_in_faction
- Description: Get a list of all of the forces that can be targeted by this ritual, in the specified faction.
- Parameters: get_all_valid_target_forces_in_faction(FACTION_SCRIPT_INTERFACE faction)
- Return: MILITARY_FORCE_LIST_SCRIPT_INTERFACE
- Function: get_all_valid_target_regions_in_faction
- Description: Get a list of all of the regions that can be targeted by this ritual, in the specified faction.
- Parameters: get_all_valid_target_regions_in_faction(FACTION_SCRIPT_INTERFACE faction)
- Return: REGION_LIST_SCRIPT_INTERFACE
- Function: get_all_valid_target_factions
- Description: Get a list of all of the factions that can be targeted by this ritual.
- Parameters: get_all_valid_target_factions()
- Return: FACTION_LIST_SCRIPT_INTERFACE
- Function: clear
- Description: Clear the current target
- Parameters: clear()
- Return: void
- Function: set_target_faction
- Description: Attempt to set the target faction
- Parameters: set_target_faction(FACTION_SCRIPT_INTERFACE target)
- Return: bool
- Function: set_target_region
- Description: Attempt to set the target region
- Parameters: set_target_region(REGION_SCRIPT_INTERFACE target)
- Return: bool
- Function: set_target_force
- Description: Attempt to set the target force
- Parameters: set_target_force(MILITARY_FORCE_SCRIPT_INTERFACE target)
- 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: Observation Options Script Interface
- is_null_interface
- locomotion_speed
- set_locomotion_speeds
- camera_follow_behaviour
- set_camera_follow_behaviour
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: locomotion_speed
- Description: Locomotion speed setting for characters in this observation group. NORMAL, FAST or VERYFAST
- Parameters: locomotion_speed()
- Return: String
- Function: set_locomotion_speeds
- Description: Set the locomotion speed setting for characters in this observation group. NORMAL, FAST or VERYFAST
- Parameters: set_locomotion_speed(String locomotion_speed_type)
- Return: VOID
- Function: camera_follow_behaviour
- Description: Camera follow behaviour for characters in this observation group. OFF, CINEMATIC, LOW, MEDIUM, HIGH or VERYHIGH
- Parameters: camera_follow_behaviour()
- Return: String
- Function: set_camera_follow_behaviour
- Description: Set the camera follow behaviour for characters in this observation group. OFF, CINEMATIC, LOW, MEDIUM, HIGH or VERYHIGH
- Parameters: set_camera_follow_behaviour(String camera_follow_behaviour)
- Return: VOID
- Description: Pending battle script interface.
- is_null_interface
- has_attacker
- has_defender
- has_contested_garrison
- model
- attacker
- secondary_attackers
- defender
- secondary_defenders
- contested_garrison
- is_active
- attacker_is_stronger
- 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_won
- defender_won
- is_draw
- attacker_battle_result
- defender_battle_result
- attacker_casulaties
- defender_casulaties
- attacker_kills
- defender_kills
- attacker_ending_cp_kill_score
- defender_ending_cp_kill_score
- attacker_total_hp_lost
- defender_total_hp_lost
- naval_battle
- siege_battle
- ambush_battle
- failed_ambush_battle
- night_battle
- battle_type
- attacker_strength
- defender_strength
- has_been_fought
- set_piece_battle_key
- has_scripted_tile_upgrade
- get_how_many_times_ability_has_been_used_in_battle
- region_data
- logical_position
- display_position
- is_auto_resolved
- ended_with_withdraw
- 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: model
- Description: Access to the campaign model
- Parameters: model()
- Return: MODEL_SCRIPT_INTERFACE
- 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
- 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: 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: 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_won
- Description: Has the attacker won the battle
- Parameters: attacker_won()
- Return: bool
- Function: defender_won
- Description: Has the defender won the battle
- Parameters: defender_won()
- Return: bool
- Function: is_draw
- Description: Has the battle resulted in a draw
- Parameters: is_draw()
- 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: attacker_casulaties
- Description: Number of men the attacker lost in the battle
- Parameters: attacker_casulaties()
- Return: card32
- Function: defender_casulaties
- Description: Number of men the defender lost in the battle
- Parameters: defender_casulaties()
- Return: card32
- Function: attacker_kills
- Description: Number of men the attacker killed in the battle
- Parameters: attacker_kills()
- Return: card32
- Function: defender_kills
- Description: Number of men the defender killed in the battle
- Parameters: defender_kills()
- Return: card32
- Function: attacker_ending_cp_kill_score
- Description: ending CP kill score of the attacker (damage)
- Parameters: attacker_ending_cp_kill_score()
- Return: card32
- Function: defender_ending_cp_kill_score
- Description: ending CP kill score of the defender (damage)
- Parameters: defender_ending_cp_kill_score()
- Return: card32
- Function: attacker_total_hp_lost
- Description: total amount of hp lost by the attacker's units
- Parameters: attacker_total_hp_lost()
- Return: card32
- Function: defender_total_hp_lost
- Description: total amount of hp lost by the defender's units
- Parameters: defender_total_hp_lost()
- Return: card32
- Function: naval_battle
- Description: The battle is a naval battle
- Parameters: naval_battle()
- Return: bool
- Function: siege_battle
- Description: The battle is a siege battle
- Parameters: siege_battle()
- 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: 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: has_scripted_tile_upgrade
- Description: True if the pending battle has the specified tile upgrade tag.
- Parameters: has_scripted_tile_upgrade(String tag)
- Return: bool
- Function: get_how_many_times_ability_has_been_used_in_battle
- Description: Expects a faction CQI for and the String tag for the unit ability in question and will return the number of times it was used.
- Parameters: get_how_many_times_ability_has_been_used_in_battle(card32 faction_cqi, String tag)
- Return: int32
- Function: region_data
- Description: Region data that the battle is taking place within
- Parameters: region_data()
- Return: REGION_DATA_SCRIPT_INTERFACE
- Function: logical_position
- Description: Logical position of the battle site
- Parameters: logical_position()
- Return: card16 x, card16 y
- Function: display_position
- Description: Display position of the battle site
- Parameters: display_position()
- Return: float x, float y
- Function: is_auto_resolved
- Description: True if the pending battle was autoresolved
- Parameters: is_auto_resolved()
- Return: bool
- Function: ended_with_withdraw
- Description: True if the battle has been fought and ended with an army withdrawing
- Parameters: ended_with_withdraw()
- Return: bool
- Description: Plague Script Interface
- is_null_interface
- plague_record
- component_records
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: plague_record
- Description: Returns the plague's record
- Parameters: plague_record()
- Return: string
- Function: component_records
- Description: Returns the plague's components' records
- Parameters: component_records()
- Return: string
- 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_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Pooled Resource Factor Script Interface
- is_null_interface
- key
- 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: key
- Description: Pooled resource factor record key of this factor
- Parameters: key()
- Return: String
- 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 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_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Pooled Resource Manager Script Interface
- is_null_interface
- can_afford_resource_cost
- scope
- has_owning_faction
- owning_faction
- has_region
- region
- has_character
- character
- has_military_force
- military_force
- has_province
- province
- has_faction_province
- faction_province
- resources
- resource
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: can_afford_resource_cost
- Description: Test whether the resources contained in this manager could afford to pay the specified resource cost
- Parameters: bool can_afford_resource_transaction(String resource_cost_key)
- Return: POOLED_RESOURCE_FACTOR_LIST_SCRIPT_INTERFACE
- Function: scope
- Description: Scope of this pooled resource manager
- Parameters: String scope()
- Return: String
- Function: has_owning_faction
- Description: Is the pooled resource manager associated with a faction? This is also true if the manager is associated with a character, military force, region etc
- Parameters: has_owning_faction()
- Return: bool
- Function: owning_faction
- Description: Faction that owns this pooled resource manager, if any
- Parameters: owning_faction
- Return: FACTION_SCRIPT_INTERFACE
- Function: has_region
- Description: Is the pooled resource manager associated with a region?
- Parameters: has_region()
- Return: bool
- Function: region
- Description: Gets the region associated with this pooled resource manager, if any
- Parameters: region()
- Return: REGION_SCRIPT_INTERFACE
- Function: has_character
- Description: Is the pooled resource manager associated with a character?
- Parameters: has_character()
- Return: bool
- Function: character
- Description: Gets the character associated with this pooled resource manager, if any
- Parameters: character()
- Return: CHARACTER_SCRIPT_INTERFACE
- Function: has_military_force
- Description: Is the pooled resource manager associated with a military force?
- Parameters: has_military_force()
- Return: bool
- Function: military_force
- Description: Gets the military force associated with this pooled resource manager, if any
- Parameters: military_force()
- Return: MILITARY_FORCE_SCRIPT_INTERFACE
- Function: has_province
- Description: Is the pooled resource manager associated with a province?
- Parameters: has_province()
- Return: bool
- Function: province
- Description: Gets the province associated with this pooled resource manager, if any
- Parameters: province()
- Return: PROVINCE_SCRIPT_INTERFACE
- Function: has_faction_province
- Description: Is the pooled resource manager associated with a faction province manager?
- Parameters: has_faction_province()
- Return: bool
- Function: faction_province
- Description: Gets the faction province associated with this pooled resource manager, if any
- Parameters: faction_province()
- Return: FACTION_PROVINCE_SCRIPT_INTERFACE
- Function: resources
- Description: List of all resources contained in this manager
- Parameters: resources()
- Return: POOLED_RESOURCE_LIST_SCRIPT_INTERFACE
- Function: resource
- Description: Pooled resource with the specified record key. Null if not present
- Parameters: resource(String pooled_resource_key)
- Return: POOLED_RESOURCE_SCRIPT_INTERFACE
- Description: Pooled Resource Script Interface
- is_null_interface
- key
- value
- manager
- percentage_of_capacity
- minimum_value
- maximum_value
- active_effect
- number_of_effect_types
- factors
- factor_by_key
- scope
- has_persistent_factors
- 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: manager
- Description: Returns the Pooled Resource Manager
- Parameters: manager()
- Return: POOLED_RESOURCE_MANAGER_SCRIPT_INTERFACE
- 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: 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: 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: factor_by_key
- Description: Lookup a pooled resource factor by resource factor key
- Parameters: factor_by_key()
- Return: POOLED_RESOURCE_FACTOR_SCRIPT_INTERFACE
- Function: scope
- Description: Scope of the pooled resource. Where it resides and gathers income
- Parameters: scope()
- Return: String
- Function: has_persistent_factors
- Description: Does this pooled resource have persistent factors? If true the factor breakdown of this resource is not reset when regular income is applied
- Parameters: has_persistent_factors()
- Return: bool
- Description: Prison System Script Interface
- is_null_interface
- get_faction_prisoners
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: get_faction_prisoners
- Description: Returns the prisoners held by the warden faction. Empty if the faction does not have access to campaign prison
- Parameters: get_faction_prisoners(FACTION_SCRIPT_INTERFACE faction)
- Return: FAMILY_MEMBER_LIST_SCRIPT_INTERFACE
- 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: Province script interface. Represents a geographic province
- is_null_interface
- key
- faction_provinces
- faction_province_for_faction
- capital_region
- regions
- adjacent_provinces
- pooled_resource_manager
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: key
- Description: Province record key
- Parameters: key()
- Return: String
- Function: faction_provinces
- Description: All faction provinces present in this province
- Parameters: faction_provinces()
- Return: FACTION_PROVINCE_MANAGER_LIST_SCRIPT_INTERFACE
- Function: faction_province_for_faction
- Description: Lookup the faction province manager of the provided faction
- Parameters: faction_province_for_faction(FACTION_SCRIPT_INTERFACE faction)
- Return: FACTION_PROVINCE_MANAGER_SCRIPT_INTERFACE
- Function: capital_region
- Description: Returns the region containing the province capital settlement
- Parameters: capital_region()
- Return: REGION_SCRIPT_INTERFACE
- Function: regions
- Description: All regions contained within this province
- Parameters: regions()
- Return: REGION_LIST_SCRIPT_INTERFACE
- Function: adjacent_provinces
- Description: Returns all adjacent provinces to this province
- Parameters: adjacent_provinces()
- Return: PROVINCE_LIST_SCRIPT_INTERFACE
- Function: pooled_resource_manager
- Description: Pooled resource manager of this province
- Parameters: pooled_resource_manager()
- Return: POOLED_RESOURCE_MANAGER_SCRIPT_INTERFACE
- 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_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- 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
- get_bounds
- region
- sea_region
- winds_of_magic_strength
- characters_of_faction_in_region
- 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
- Function: get_bounds
- Description: Returns x_min, y_min, x_max, y_max components of the regions bounds
- Parameters: get_bounds()
- Return: bool
- Function: region
- Description: Returns the region that this region data maps to. Will be null if this is a sea region
- Parameters: region()
- Return: REGION_SCRIPT_INTERFACE
- Function: sea_region
- Description: Returns the sea region that this region data maps to. Will be null if this is a land region
- Parameters: sea_region()
- Return: SEA_REGION_SCRIPT_INTERFACE
- Function: winds_of_magic_strength
- Description: Returns the winds of magic level of the region, both as a numeric index and string key from the campaign_map_winds_of_magic_strength table
- Parameters: winds_of_magic_strength()
- Return: int, String
- Function: characters_of_faction_in_region
- Description: Returns a list of characters of a specified faction who are currently in the region
- Parameters: characters_of_faction_in_region(FACTION_SCRIPT_INTERFACE faction)
- 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: 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: Region script interface, includes region finance and slot/settlement info
- is_null_interface
- cqi
- model
- owning_faction
- slot_list
- settlement
- garrison_residence
- name
- province_name
- public_order
- num_buildings
- slot_type_exists
- building_exists
- last_building_constructed_key
- resource_exists
- any_resource_available
- adjacent_region_list
- is_abandoned
- can_recruit_agent_at_settlement
- faction_province_growth
- faction_province_growth_per_turn
- gdp
- 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
- has_effect_bundle
- faction_province_has_effect_bundle
- province
- faction_province
- pooled_resource_manager
- bonus_values
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: cqi
- Description: Command Queue Index of this region
- Parameters: cqi()
- Return: card32
- 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_name
- Description: Key of the province containing the region
- Parameters: province_name()
- Return: String
- 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: 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: is_abandoned
- Description: Returns true if the region is abandoned
- Parameters: is_abandoned()
- Return: bool
- 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(string agent_key)
- 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: gdp
- Description: Returns the current gross domestic produce of this region
- Parameters: gdp()
- Return: int32
- 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: has_effect_bundle
- Description: Test if this region has the specified effect bundle
- Parameters: has_effect_bundle(String effect_bundle_key)
- Return: bool
- Function: faction_province_has_effect_bundle
- Description: Test if this regions faction province has the specified effect bundle
- Parameters: faction_province_has_effect_bundle(String effect_bundle_key)
- Return: bool
- Function: province
- Description: Geographical province that contains this region
- Parameters: province()
- Return: PROVINCE_SCRIPT_INTERFACE
- Function: faction_province
- Description: Faction province that owns this region
- Parameters: faction_province()
- Return: FACTION_PROVINCE_MANAGER_SCRIPT_INTERFACE
- Function: pooled_resource_manager
- Description: Pooled resource manager of this region
- Parameters: pooled_resource_manager()
- Return: POOLED_RESOURCE_MANAGER_SCRIPT_INTERFACE
- Function: bonus_values
- Description: Active bonus values of this region
- Parameters: bonus_values()
- Return: BONUS_VALUES_SCRIPT_INTERFACE
- Description: Resource Transaction Script Interface
- is_null_interface
- total_treasury_change
- absolute_resource_change
- precentage_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: absolute_resource_change
- Description: Total absolute value change applied to the specified resource by this resource transaction
- Parameters: absolute_resource_change(String resource_key)
- Return: int32
- Function: precentage_resource_change
- Description: Total percentage value change applied to the specified resource by this resource transaction
- Parameters: precentage_resource_change(String resource_key)
- Return: int32
- Description: A list of ritual performing character 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: RITUAL_PERFORMING_CHARACTER_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Ritual Performing Character Script Interface
- is_null_interface
- performer_record
- performer
- status
- status_with_performer
- required_agent_type
- required_agent_subtype
- required_level
- recovery_time
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: performer_record
- Description: Ritual performing character record key
- Parameters: performer_record()
- Return: String
- Function: performer
- Description: Family member of the character currently in the slot
- Parameters: performer()
- Return: FAMILY_MEMBER_SCRIPT_INTERFACE
- Function: status
- Description: Status with the character currently in the slot
- Parameters: status(RITUAL_SETUP_SCRIPT_INTERFACE setup)
- Return: RITUAL_PERFORMING_CHARACTER_STATUS_SCRIPT_INTERFACE
- Function: status_with_performer
- Description: Status with the specified character
- Parameters: status_with_performer(RITUAL_SETUP_SCRIPT_INTERFACE setup, FAMILY_MEMBER_SCRIPT_INTERFACE performer)
- Return: RITUAL_PERFORMING_CHARACTER_STATUS_SCRIPT_INTERFACE
- Function: required_agent_type
- Description: Required agent type. Empty if none
- Parameters: required_agent_type()
- Return: String
- Function: required_agent_subtype
- Description: Required agent subtype. Empty if none
- Parameters: required_agent_subtype()
- Return: String
- Function: required_level
- Description: Required level
- Parameters: required_level()
- Return: card32
- Function: recovery_time
- Description: Number of rounds the performer will convalesce after performing the ritual
- Parameters: recovery_time()
- Return: card32
- Description: Ritual Performing Character Status Script Interface
- is_null_interface
- valid
- no_performer_provided
- dead
- wounded
- wrong_agent_type
- wrong_agent_subtype
- level_too_low
- duplicate_performer
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: valid
- Description: Are there no error flags set?
- Parameters: valid()
- Return: bool
- Function: no_performer_provided
- Description: There is no performer present in the slot
- Parameters: no_performer_provided()
- Return: bool
- Function: dead
- Description: The performer is dead
- Parameters: dead()
- Return: bool
- Function: wounded
- Description: The performer is wounded
- Parameters: wounded()
- Return: bool
- Function: wrong_agent_type
- Description: The performer is the wrong agent type
- Parameters: wrong_agent_type()
- Return: bool
- Function: wrong_agent_subtype
- Description: The performer is the wrong agent subtype
- Parameters: wrong_agent_subtype()
- Return: bool
- Function: level_too_low
- Description: The performer is too low level
- Parameters: level_too_low()
- Return: bool
- Function: duplicate_performer
- Description: The performer is already present in another slot
- Parameters: duplicate_performer()
- Return: bool
- Description: Ritual Setup Script Interface
- is_null_interface
- performing_faction
- ritual_record
- performing_characters_valid
- performing_characters
- target
- clone_as_modify_interface
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: performing_faction
- Description: The faction performing the ritual
- Parameters: performing_faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: ritual_record
- Description: The ritual to be performed
- Parameters: ritual_record()
- Return: String
- Function: performing_characters_valid
- Description: Are all the performing character slots valid?
- Parameters: performing_characters_valid()
- Return: bool
- Function: performing_characters
- Description: A list of the performing character slots
- Parameters: performing_characters()
- Return: RITUAL_PERFORMING_CHARACTER_LIST_SCRIPT_INTERFACE
- Function: target
- Description: The target of this ritual
- Parameters: target()
- Return: RITUAL_TARGET_SCRIPT_INTERFACE
- Function: clone_as_modify_interface
- Description: Create a new copy of this ritual setup in a modify interface
- Parameters: clone_as_modify_interface()
- Return: MODIFY_RITUAL_SETUP_SCRIPT_INTERFACE
- Description: Ritual Status Script Interface
- is_null_interface
- available
- disabled
- cannot_afford_resource_cost
- unlock_mission_not_completed
- chain_locked
- prior_chain_stages_incomplete
- already_completed_in_chain
- on_cooldown
- chain_locked_by_another_faction
- reaction_constraints_not_met
- not_enough_slaves
- no_available_ritual_sites
- script_locked
- war_declaration_required
- invalid_performing_characters
- invalid_target
- blocked_by_pending_battle
- blocked_by_pending_action
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: available
- Description: available
- Parameters: available()
- Return: bool
- Function: disabled
- Description: disabled
- Parameters: disabled()
- Return: bool
- Function: cannot_afford_resource_cost
- Description: cannot afford resource cost
- Parameters: cannot_afford_resource_cost()
- Return: bool
- Function: unlock_mission_not_completed
- Description: unlock mission not completed
- Parameters: unlock_mission_not_completed()
- Return: bool
- Function: chain_locked
- Description: chain locked
- Parameters: chain_locked()
- Return: bool
- Function: prior_chain_stages_incomplete
- Description: prior chain stages incomplete
- Parameters: prior_chain_stages_incomplete()
- Return: bool
- Function: already_completed_in_chain
- Description: already completed in chain
- Parameters: already_completed_in_chain()
- Return: bool
- Function: on_cooldown
- Description: on cooldown
- Parameters: on_cooldown()
- Return: bool
- Function: chain_locked_by_another_faction
- Description: chain locked by another faction
- Parameters: chain_locked_by_another_faction()
- Return: bool
- Function: reaction_constraints_not_met
- Description: reaction constraints not met
- Parameters: reaction_constraints_not_met()
- Return: bool
- Function: not_enough_slaves
- Description: not enough slaves
- Parameters: not_enough_slaves()
- Return: bool
- Function: no_available_ritual_sites
- Description: no available ritual sites
- Parameters: no_available_ritual_sites()
- Return: bool
- Function: script_locked
- Description: script locked
- Parameters: script_locked()
- Return: bool
- Function: war_declaration_required
- Description: war declaration required
- Parameters: war_declaration_required()
- Return: bool
- Function: invalid_performing_characters
- Description: Invalid performing charcacter
- Parameters: invalid_performing_characters()
- Return: bool
- Function: invalid_target
- Description: invalid target
- Parameters: invalid_target()
- Return: bool
- Function: blocked_by_pending_battle
- Description: blocked by pending battle
- Parameters: blocked_by_pending_battle()
- Return: bool
- Function: blocked_by_pending_action
- Description: blocked by pending action
- Parameters: blocked_by_pending_action()
- Return: bool
- Description: Ritual Target Faction Status Script Interface
- is_null_interface
- valid
- wrong_type
- no_target
- not_own
- is_own
- invalid_for_any_ritual
- human
- not_human
- faction_not_permitted
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: valid
- Description: No invalid flags are currently set
- Parameters: valid()
- Return: bool
- Function: wrong_type
- Description: The target type is not a faction
- Parameters: wrong_type()
- Return: bool
- Function: no_target
- Description: There is currently no target set
- Parameters: no_target()
- Return: bool
- Function: not_own
- Description: This is not your own faction, and only your own faction is valid.
- Parameters: not_own()
- Return: bool
- Function: is_own
- Description: This is your own faction, and your own faction is not valid.
- Parameters: is_own()
- Return: bool
- Function: invalid_for_any_ritual
- Description: This faction will never be valid for any ritual. Ever.
- Parameters: invalid_for_any_ritual()
- Return: bool
- Function: human
- Description: This faction is human and this ritual may only target non-humans
- Parameters: human()
- Return: bool
- Function: not_human
- Description: This faction is not human and this ritual may only target humans
- Parameters: not_human()
- Return: bool
- Function: faction_not_permitted
- Description: This faction is excluded from the permitted faction set for this ritual
- Parameters: faction_not_permitted()
- Return: bool
- Description: Ritual Target Military Force Status Script Interface
- is_null_interface
- valid
- wrong_type
- no_target
- not_own
- is_own
- invalid_subculture
- invalid_for_any_ritual
- not_on_sea
- not_on_land
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: valid
- Description: No invalid flags are currently set
- Parameters: valid()
- Return: bool
- Function: wrong_type
- Description: This is not a military force target
- Parameters: wrong_type()
- Return: bool
- Function: no_target
- Description: There is currently no target set
- Parameters: no_target()
- Return: bool
- Function: not_own
- Description: This force is not owned by you, and it must be to perform this ritual.
- Parameters: not_own()
- Return: bool
- Function: is_own
- Description: This force is owned by you, and it must not be to perform this ritual.
- Parameters: is_own()
- Return: bool
- Function: invalid_subculture
- Description: This force is not the correct subculture.
- Parameters: invalid_subculture()
- Return: bool
- Function: invalid_for_any_ritual
- Description: This force will never be valid for any ritual. Ever.
- Parameters: invalid_for_any_ritual()
- Return: bool
- Function: not_on_sea
- Description: This force is not on sea, and it must be to perform this ritual
- Parameters: not_on_sea()
- Return: bool
- Function: not_on_land
- Description: This force is not on land, and it must be to perform this ritual
- Parameters: not_on_land()
- Return: bool
- Description: Ritual Target Region Status Script Interface
- is_null_interface
- valid
- wrong_type
- no_target
- not_own
- is_own
- invalid_subculture
- foreign_slot_subculture_not_present
- foreign_slot_set_not_present
- foreign_slot_set_present
- is_ruin
- is_not_ruin
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: valid
- Description: No invalid flags are currently set
- Parameters: valid()
- Return: bool
- Function: wrong_type
- Description: This is not a region target
- Parameters: wrong_type()
- Return: bool
- Function: no_target
- Description: There is currently no target set
- Parameters: no_target()
- Return: bool
- Function: not_own
- Description: This region is not owned by you, and it must be to perform this ritual.
- Parameters: not_own()
- Return: bool
- Function: is_own
- Description: This region is owned by you, and it must not be to perform this ritual.
- Parameters: is_own()
- Return: bool
- Function: invalid_subculture
- Description: This region is not the correct subculture.
- Parameters: invalid_subculture()
- Return: bool
- Function: foreign_slot_subculture_not_present
- Description: This region does not contain a foreign slot with the appropriate subculture.
- Parameters: foreign_slot_subculture_not_present()
- Return: bool
- Function: foreign_slot_set_not_present
- Description: This region does not contain a foreign slot with the appropriate foreign slot set record.
- Parameters: foreign_slot_set_not_present()
- Return: bool
- Function: foreign_slot_set_present
- Description: This region already contains a foreign slot with the inappropriate foreign slot set record.
- Parameters: foreign_slot_set_present()
- Return: bool
- Function: is_ruin
- Description: This region is a ruin and this ritual may not target ruins.
- Parameters: is_ruin()
- Return: bool
- Function: is_not_ruin
- Description: This region is not ruin and this ritual must target only ruins.
- Parameters: is_not_ruin()
- Return: bool
- Description: Ritual Target Script Interface
- is_null_interface
- valid
- target_faction_status
- target_region_status
- target_force_status
- target_type
- target_record_key
- get_target_faction
- get_target_region
- get_target_force
- is_faction_valid_target
- is_region_valid_target
- is_force_valid_target
- can_target_self
- status_for_faction_target
- status_for_region_target
- status_for_force_target
- get_all_valid_target_forces_in_faction
- get_all_valid_target_regions_in_faction
- get_all_valid_target_factions
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: valid
- Description: Is the target currently valid?
- Parameters: valid()
- Return: bool
- Function: target_faction_status
- Description: Get the status of the current target faction
- Parameters: target_faction_status()
- Return: RITUAL_TARGET_FACTION_STATUS_SCRIPT_INTERFACE
- Function: target_region_status
- Description: Get the status of the current target region
- Parameters: target_region_status()
- Return: RITUAL_TARGET_REGION_STATUS_SCRIPT_INTERFACE
- Function: target_force_status
- Description: Get the status of the current target force
- Parameters: target_force_status()
- Return: RITUAL_TARGET_MILITARY_FORCE_STATUS_SCRIPT_INTERFACE
- Function: target_type
- Description: Get the target type
- Parameters: target_type()
- Return: String
- Function: target_record_key
- Description: Get the key of the target record
- Parameters: target_record_key()
- Return: String
- Function: get_target_faction
- Description: Attempt to get the target faction. May be null
- Parameters: get_target_faction()
- Return: FACTION_SCRIPT_INTERFACE
- Function: get_target_region
- Description: Attempt to get the target region. May be null
- Parameters: get_target_region()
- Return: REGION_SCRIPT_INTERFACE
- Function: get_target_force
- Description: Attempt to get the target force. May be null
- Parameters: get_target_force()
- Return: MILITARY_FORCE_SCRIPT_INTERFACE
- Function: is_faction_valid_target
- Description: Is the specified faction a valid target?
- Parameters: is_faction_valid_target(FACTION_SCRIPT_INTERFACE faction)
- Return: bool
- Function: is_region_valid_target
- Description: Is the specified region a valid target?
- Parameters: is_region_valid_target(REGION_SCRIPT_INTERFACE faction)
- Return: bool
- Function: is_force_valid_target
- Description: Is the specified force a valid target?
- Parameters: is_region_valid_target(REGION_SCRIPT_INTERFACE faction)
- Return: bool
- Function: can_target_self
- Description: Is the performing faction able to target itself?
- Parameters: can_target_self()
- Return: bool
- Function: status_for_faction_target
- Description: Status for the provided faction.
- Parameters: status_for_faction_target(FACTION_SCRIPT_INTERFACE faction)
- Return: RITUAL_TARGET_FACTION_STATUS_SCRIPT_INTERFACE
- Function: status_for_region_target
- Description: Status for the provided region.
- Parameters: status_for_region_target(REGION_SCRIPT_INTERFACE region)
- Return: RITUAL_TARGET_REGION_STATUS_SCRIPT_INTERFACE
- Function: status_for_force_target
- Description: Status for the provided force.
- Parameters: status_for_force_target(MILITARY_FORCE_SCRIPT_INTERFACE force)
- Return: RITUAL_TARGET_MILITARY_FORCE_STATUS_SCRIPT_INTERFACE
- Function: get_all_valid_target_forces_in_faction
- Description: Get a list of all of the forces that can be targeted by this ritual, in the specified faction.
- Parameters: get_all_valid_target_forces_in_faction(FACTION_SCRIPT_INTERFACE faction)
- Return: MILITARY_FORCE_LIST_SCRIPT_INTERFACE
- Function: get_all_valid_target_regions_in_faction
- Description: Get a list of all of the regions that can be targeted by this ritual, in the specified faction.
- Parameters: get_all_valid_target_regions_in_faction(FACTION_SCRIPT_INTERFACE faction)
- Return: REGION_LIST_SCRIPT_INTERFACE
- Function: get_all_valid_target_factions
- Description: Get a list of all of the factions that can be targeted by this ritual.
- Parameters: get_all_valid_target_factions()
- Return: FACTION_LIST_SCRIPT_INTERFACE
- Description: Route Network Script Interface
- is_null_interface
- network_id
- record_key
- node_for_id
- node_for_position
- node_for_record_key
- segment_between_nodes
- segment_between_nodes_by_id
- segment_between_nodes_by_key
- find_path
- find_path_by_id
- find_path_by_key
- find_nearest_node
- entry_nodes
- exit_nodes
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: network_id
- Description: Numeric ID of this network
- Parameters: network_id()
- Return: int
- Function: record_key
- Description: Record key of this network
- Parameters: record_key()
- Return: String
- Function: node_for_id
- Description: Lookup a node in this network by its numeric ID
- Parameters: node_for_id(int node_id)
- Return: ROUTE_NODE_SCRIPT_INTERFACE
- Function: node_for_position
- Description: Lookup a node in this network by its route position
- Parameters: node_for_position(ROUTE_POSITION_SCRIPT_INTERFACE position)
- Return: ROUTE_NODE_SCRIPT_INTERFACE
- Function: node_for_record_key
- Description: Lookup a node in this network by its record
- Parameters: node_for_record_key(String node_key)
- Return: ROUTE_NODE_SCRIPT_INTERFACE
- Function: segment_between_nodes
- Description: Lookup a segment link between two nodes
- Parameters: segment_between_nodes(ROUTE_NODE_SCRIPT_INTERFACE from, ROUTE_NODE_SCRIPT_INTERFACE to)
- Return: ROUTE_SEGMENT_SCRIPT_INTERFACE
- Function: segment_between_nodes_by_id
- Description: Lookup a segment link between two nodes, by id
- Parameters: segment_between_nodes_by_id(NodeID from, NodeID to)
- Return: ROUTE_SEGMENT_SCRIPT_INTERFACE
- Function: segment_between_nodes_by_key
- Description: Lookup a segment link between two nodes, by key
- Parameters: segment_between_nodes_by_key(String from_node_key, String to_node_key)
- Return: ROUTE_SEGMENT_SCRIPT_INTERFACE
- Function: find_path
- Description: Attempt to find a path between the two nodes. Path will be empty if no path could be found
- Parameters: find_path(ROUTE_NODE_SCRIPT_INTERFACE from_node, ROUTE_NODE_SCRIPT_INTERFACE to_node)
- Return: ROUTE_SEGMENT_SCRIPT_INTERFACE
- Function: find_path_by_id
- Description: Attempt to find a path between the two nodes, by ID. Path will be empty if no path could be found
- Parameters: find_path(NodeID from_node, NodeID to_node)
- Return: ROUTE_SEGMENT_SCRIPT_INTERFACE
- Function: find_path_by_key
- Description: Attempt to find a path between the two nodes, by node record key. Path will be empty if no path could be found
- Parameters: find_path_by_key(String from_node_key, String to_node_key)
- Return: ROUTE_SEGMENT_SCRIPT_INTERFACE
- Function: find_nearest_node
- Description: Find the node on this network closest to the given logical position. May be null if the network is empty or params are incorrect
- Parameters: find_nearest_node(int x, int y)
- Return: ROUTE_NODE_SCRIPT_INTERFACE
- Function: entry_nodes
- Description: Get a list of all entry nodes in this network
- Parameters: entry_nodes()
- Return: ROUTE_NODE_LIST_SCRIPT_INTERFACE
- Function: exit_nodes
- Description: Get a list of all exit nodes in this network
- Parameters: exit_nodes()
- Return: ROUTE_NODE_LIST_SCRIPT_INTERFACE
- Description: A list of route node 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: ROUTE_NODE_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Route Node Script Interface
- is_null_interface
- route_position
- record_key
- logical_position
- world_position
- region_key
- region_data
- link_segments
- link_to_node_id
- link_to_node_record
- is_entrance
- is_exit
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: route_position
- Description: Returns the route position of this node
- Parameters: route_position()
- Return: ROUTE_POSITION_SCRIPT_INTERFACE
- Function: record_key
- Description: Returns the record key of this node
- Parameters: record_key()
- Return: String
- Function: logical_position
- Description: Returns the logical position of this node
- Parameters: logical_position()
- Return: (X, Y)
- Function: world_position
- Description: Returns the world position of this node
- Parameters: world_position()
- Return: (X, Y)
- Function: region_key
- Description: Returns the key of the region this node is inside of
- Parameters: region_key()
- Return: String
- Function: region_data
- Description: Returns the region data this node is inside of
- Parameters: region_data()
- Return: REGION_DATA_SCRIPT_INTERFACE
- Function: link_segments
- Description: Returns the a list of route segments that can be used to leave this node
- Parameters: link_segments()
- Return: ROUTE_SEGMENT_LIST_SCRIPT_INTERFACE
- Function: link_to_node_id
- Description: Attempt to find the segment between this node and the specified node
- Parameters: link_to_node_id(int node_id)
- Return: ROUTE_SEGMENT_SCRIPT_INTERFACE
- Function: link_to_node_record
- Description: Attempt to find the segment between this node and the specified node
- Parameters: link_to_node_record(String record_key)
- Return: ROUTE_SEGMENT_SCRIPT_INTERFACE
- Function: is_entrance
- Description: True if this node is treated as a network entrance point
- Parameters: is_entrance()
- Return: bool
- Function: is_exit
- Description: True if this node is treated as a network exit point
- Parameters: is_exit()
- Return: bool
- Description: Route Path Script Interface
- is_null_interface
- network
- set_network
- push_node
- push_node_by_id
- push_node_by_position
- push_node_by_key
- pop_back
- clear
- as_node_id_table
- as_node_list
- valid
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: network
- Description: Route network that this path is on
- Parameters: network()
- Return: ROUTE_NETWORK_SCRIPT_INTERFACE
- Function: set_network
- Description: Set the route network that this path is on
- Parameters: set_network(ROUTE_NETWORK_SCRIPT_INTERFACE network)
- Return: bool
- Function: push_node
- Description: Appends a node to the path
- Parameters: push_node(ROUTE_NODE_SCRIPT_INTERFACE node)
- Return: void
- Function: push_node_by_id
- Description: Appends a node to the path, by id
- Parameters: push_node_by_id(int node_id)
- Return: void
- Function: push_node_by_position
- Description: Appends a node to the path, by position
- Parameters: push_node_by_position(ROUTE_POSITION_SCRIPT_INTERFACE node_position)
- Return: void
- Function: push_node_by_key
- Description: Appends a node to the path, by node key
- Parameters: push_node_by_key(String node_key)
- Return: void
- Function: pop_back
- Description: Removes the end node of the path. Returns true if a node was popped
- Parameters: pop_back()
- Return: bool
- Function: clear
- Description: Removes all nodes from the path
- Parameters: clear()
- Return: void
- Function: as_node_id_table
- Description: Returns the path as a node ID lua table
- Parameters: as_node_id_table()
- Return: NodeID table
- Function: as_node_list
- Description: Returns the path as a node list interface
- Parameters: as_node_list()
- Return: ROUTE_NODE_LIST_SCRIPT_INTERFACE
- Function: valid
- Description: Is this path valid and can it actually be followed?
- Parameters: valid()
- Return: bool
- Description: Route Position Script Interface
- is_null_interface
- network
- network_id
- node
- node_id
- valid
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: network
- Description: Network that this position resides within
- Parameters: network()
- Return: ROUTE_NETWORK_SCRIPT_INTERFACE
- Function: network_id
- Description: ID of the Network that this position resides within
- Parameters: network_id()
- Return: int
- Function: node
- Description: Node that this position represents
- Parameters: node()
- Return: ROUTE_NODE_SCRIPT_INTERFACE
- Function: node_id
- Description: ID of the node that this position represents
- Parameters: node_id()
- Return: int
- Function: valid
- Description: Is this a valid position?
- Parameters: valid()
- Return: bool
- Description: A list of route segment 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: ROUTE_SEGMENT_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Route Segment Script Interface
- is_null_interface
- to
- regions
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: to
- Description: Node that this segment links to
- Parameters: to()
- Return: ROUTE_NODE_SCRIPT_INTERFACE
- Function: regions
- Description: List of regions that this segment passes through
- Parameters: regions()
- Return: REGION_DATA_LIST_SCRIPT_INTERFACE
- 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: 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
- region_data_interface
- 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
- Function: region_data_interface
- Description: Gets the REGION_DATA interface of the region
- Parameters: region_data_interface()
- Return: REGION_DATA_SCRIPT_INTERFACE
- Description: Settlement script interface
- is_null_interface
- key
- cqi
- has_commander
- logical_position_x
- logical_position_y
- display_position_x
- display_position_y
- display_primary_building_chain
- primary_building_chain
- model
- commander
- faction
- region
- slot_list
- is_port
- get_climate
- primary_slot
- port_slot
- active_secondary_slots
- first_empty_active_secondary_slot
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: key
- Description: Returns the string key of this settlement
- Parameters: key()
- Return: String
- Function: cqi
- Description: Command queue index of this settlement
- Parameters: cqi()
- Return: card32
- 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: display_primary_building_chain
- Description: Building chain used to display this settlement. May not be the same as the logical building chain
- Parameters: display_primary_building_chain()
- Return: String
- Function: primary_building_chain
- Description: Primary building chain of this settlement
- Parameters: primary_building_chain()
- Return: String
- 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: primary_slot
- Description: Get the primary slot for this settlement
- Parameters: primary_slot()
- Return: SLOT_SCRIPT_INTERFACE
- Function: port_slot
- Description: Get the port slot for this settlement if it exists, null if it doesn't
- Parameters: port_slot()
- Return: SLOT_SCRIPT_INTERFACE
- Function: active_secondary_slots
- Description: Get a list of all of the active secondary slots in this settlement. Try not to spam call this
- Parameters: active_secondary_slots()
- Return: SLOT_LIST_SCRIPT_INTERFACE
- Function: first_empty_active_secondary_slot
- Description: Get the first empty active secondary slot from the settement. May be null if none are available
- Parameters: first_empty_active_secondary_slot()
- Return: SLOT_SCRIPT_INTERFACE
- Description: Shared States Manager Script Interfaces
- is_null_interface
- get_state_as_bool_value
- get_state_as_float_value
- get_state_as_string_value
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: get_state_as_bool_value
- Description: returns state as bool by key. Returns nil if not present
- Parameters: get_state_as_bool_value((optional) Campaign Entity Interface, String key)
- Return: bool
- Function: get_state_as_float_value
- Description: returns state as float by key. Returns nil if not present
- Parameters: get_state_as_float_value((optional) Campaign Entity Interface, String key)
- Return: float32
- Function: get_state_as_string_value
- Description: returns state as string by key. Returns nil if not present
- Parameters: (optional) Campaign Entity Interface, get_state_as_string_value(String 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: 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
- active
- 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: active
- Description: Is this slot active?
- Parameters: active()
- Return: bool
- Description: A list of teleportation network 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: TELEPORTATION_NETWORK_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Teleportation Network Script Interface
- is_null_interface
- record_key
- lookup_open_node
- open_nodes
- open_nodes_of_template
- is_node_closed
- closed_nodes
- closed_nodes_of_template
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: record_key
- Description: Database record key for this network
- Parameters: record_key()
- Return: String
- Function: lookup_open_node
- Description: Attempt to lookup the specified open node
- Parameters: lookup_open_node(String node_key)
- Return: TELEPORTATION_NODE_SCRIPT_INTERFACE
- Function: open_nodes
- Description: Return a list of all open nodes
- Parameters: open_nodes()
- Return: TELEPORTATION_NODE_LIST_SCRIPT_INTERFACE
- Function: open_nodes_of_template
- Description: Return a list of all open nodes of the specified template
- Parameters: open_nodes_of_template(String template_key)
- Return: TELEPORTATION_NODE_LIST_SCRIPT_INTERFACE
- Function: is_node_closed
- Description: Is the node currently closed
- Parameters: is_node_closed(String node_key)
- Return: bool
- Function: closed_nodes
- Description: Return a list of all closed nodes
- Parameters: closed_nodes()
- Return: TELEPORTATION_NODE_RECORD_LIST_SCRIPT_INTERFACE
- Function: closed_nodes_of_template
- Description: Return a list all closed nodes of the specified template
- Parameters: closed_nodes_of_template(String template_key)
- Return: TELEPORTATION_NODE_RECORD_LIST_SCRIPT_INTERFACE
- Description: Teleportation Network Script Interface
- is_null_interface
- lookup_network
- lookup_open_node
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: lookup_network
- Description: Lookup a teleportation network by key
- Parameters: lookup_network(String network_key)
- Return: TELEPORTATION_NETWORK_SCRIPT_INTERFACE
- Function: lookup_open_node
- Description: Lookup an open teleportation node by key. You should favour looking up the network first if looking up many nodes
- Parameters: lookup_node(String node_key)
- Return: TELEPORTATION_NODE_SCRIPT_INTERFACE
- Description: A list of teleportation network node 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: TELEPORTATION_NODE_LIST_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 teleportation network node record 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: TELEPORTATION_NODE_RECORD_LIST_SCRIPT_INTERFACE
- Function: is_empty
- Description: Returns a true if there are 0 items in the list
- Parameters: is_empty()
- Return: bool
- Description: Teleportation Node Record Script Interface
- is_null_interface
- key
- template_key
- network_key
- position
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: key
- Description: Record key
- Parameters: key()
- Return: String
- Function: template_key
- Description: Fixed template record key for this node. Empty if the node can accept any template
- Parameters: template_key()
- Return: String
- Function: network_key
- Description: Database record key of the network this node belongs to
- Parameters: network_key()
- Return: String
- Function: position
- Description: Logical position of this node
- Parameters: position()
- Return: (card16 x, card16 y
- Description: Teleportation Node Script Interface
- is_null_interface
- record_key
- template_key
- round_opened
- number_of_incoming_travellers
- closable
- position
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: record_key
- Description: Database record key of this node
- Parameters: record_key()
- Return: String
- Function: template_key
- Description: Database record key of this nodes template
- Parameters: template_key()
- Return: String
- Function: round_opened
- Description: Round this node was opened
- Parameters: round_opened()
- Return: int32
- Function: number_of_incoming_travellers
- Description: Number of characters travelling through the network to this specific node
- Parameters: number_of_incoming_travellers()
- Return: int32
- Function: closable
- Description: Can this node be closed by a character?
- Parameters: closable()
- Return: bool
- Function: position
- Description: Logical hex position of this node
- Parameters: position()
- Return: (card16 x, card16 y)
- 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_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: 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 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_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: A list of unit purchasable 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: UNIT_PURCHASABLE_EFFECT_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 purchasable effect script interface.
- is_null_interface
- record_key
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: record_key
- Description: Unit purchasable effect record key
- Parameters: record_key()
- Return: String
- 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
- experience_level
- can_upgrade_unit_equipment
- can_upgrade_unit
- get_unit_custom_battle_cost
- can_purchase_effect
- can_unpurchase_effect
- get_unit_purchasable_effects
- get_unit_purchased_effects
- 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: experience_level
- Description: Get the experience level of this unit, which is the number of chevrons it has
- Parameters: experience_level()
- Return: card32
- 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: 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
- Function: can_purchase_effect
- Description: Can the specified purchase happen
- Parameters: can_purchase_effect(faction, effect)
- Return: bool
- Function: can_unpurchase_effect
- Description: Can the specified unpurchase happen
- Parameters: can_unpurchase_effect(effect)
- Return: bool
- Function: get_unit_purchasable_effects
- Description: Get the list of unit purchasable effects linked to this unit
- Parameters: get_unit_purchasable_effects()
- Return: UNIT_PURCHASABLE_EFFECT_LIST_SCRIPT_INTERFACE
- Function: get_unit_purchased_effects
- Description: Get the list of purchasable effects purchased for the unit
- Parameters: get_unit_purchased_effects()
- Return: UNIT_PURCHASABLE_EFFECT_LIST_SCRIPT_INTERFACE
- Description: Favour Points Script Interface. Can be accessed from the episodic scripting interface.
- is_null_interface
- get_faction_favour_points_toward_faction
- set_faction_favour_points_toward_faction
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: get_faction_favour_points_toward_faction
- Description: Get favour points of a faction toward another faction
- Parameters: get_favour_points_towards_faction(FACTION_SCRIPT_INTERFACE owner_faction, FACTION_SCRIPT_INTERFACE toward_faction)
- Return: float32
- Function: set_faction_favour_points_toward_faction
- Description: Set favour points of a faction toward another faction
- Parameters: set_faction_favour_points_toward_faction(FACTION_SCRIPT_INTERFACE owner_faction, FACTION_SCRIPT_INTERFACE toward_faction, number amount)
- Return: nil
- Description: Winds Of Magic Compass Script Interface
- is_null_interface
- get_compass_cooldown
- faction_can_make_selection
- get_faction_cooldown
- get_directions
- get_selected_direction
- get_direction_power_level
- Function: is_null_interface
- Description: Is this the null script interface
- Parameters: is_null_interface()
- Return: bool
- Function: get_compass_cooldown
- Description: Returns the cooldown to be able change the direction
- Parameters: get_compass_cooldown()
- Return: card32
- Function: faction_can_make_selection
- Description: Can the faction operate the compass?
- Parameters: faction_can_make_selection()
- Return: bool
- Function: get_faction_cooldown
- Description: Returns the cooldown to be able change the direction for a faction
- Parameters: get_faction_cooldown()
- Return: card32
- Function: get_directions
- Description: Returns all the possible directions
- Parameters: get_selected_direction()
- Return: String table
- Function: get_selected_direction
- Description: Returns the selected direction key
- Parameters: get_selected_direction()
- Return: String
- Function: get_direction_power_level
- Description: Returns the power level for a given direction
- Parameters: get_direction_power_level()
- Return: int32
- Description: Contains entities that exist in the game world. Examples include the region manager and faction list
- is_null_interface
- faction_list
- region_manager
- sea_region_manager
- model
- province_list
- province_exists
- province_by_key
- faction_by_key
- faction_exists
- ancillary_exists
- climate_phase_index
- whose_turn_is_it
- is_factions_turn_by_key
- region_data
- land_region_data
- sea_region_data
- cooking_system
- characters_owning_ancillary
- faction_character_tagging_system
- region_data_at_position
- region_data_for_key
- observation_options_for_faction
- observation_options_for_allies
- observation_options_for_enemies
- observation_options_for_neutrals
- caravans_system
- lookup_route_network
- winds_of_magic_compass
- teleportation_network_system
- faction_strength_rank
- 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: 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: province_list
- Description: Returns a list of all provinces
- Parameters: province_list()
- Return: PROVINCE_LIST_SCRIPT_INTERFACE
- Function: province_exists
- Description: Returns if a province with the given key exists on the campaign map
- Parameters: province_exists("")
- Return: bool
- Function: province_by_key
- Description: Returns a province script interface, by key
- Parameters: province_by_key("")
- Return: PROVINCE_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: whose_turn_is_it
- Description: Returns a list of faction script interfaces for the factions whose turn it currently is
- Parameters: whose_turn_is_it()
- Return: FACTION_LIST_SCRIPT_INTERFACE
- Function: is_factions_turn_by_key
- Description: Is it the specified factions turn? The faction is specified by key.
- Parameters: is_factions_turn_by_key("wh_main_emp_empire")
- Return: bool
- 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: cooking_system
- Description: Returns the cooking system interface
- Parameters: cooking_system()
- Return: COOKING_SYSTEM_SCRIPT_INTERFACE
- Function: characters_owning_ancillary
- Description: Returns characters list interface for characters owning ancillary
- Parameters: characters_owning_ancillaries("ancillary_name")
- Return: CHARACTER_LIST_SCRIPT_INTERFACE
- Function: faction_character_tagging_system
- Description: Returns the faction character tagging system interface
- Parameters: faction_character_tagging_system()
- Return: FACTION_CHARACTER_TAGGING_SYSTEM_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
- Function: region_data_for_key
- Description: Returns the region data at the specified logical hex position. Null if the position is off map
- Parameters: region_data_for_key(String key)
- Return: REGION_DATA_SCRIPT_INTERFACE
- Function: observation_options_for_faction
- Description: Returns the observation options that apply to the specified faction
- Parameters: observation_options_for_faction(FACTION_SCRIPT_INTERFACE faction, FACTION_SCRIPT_INTERFACE observer)
- Return: CHARACTER_OBSERVATION_OPTIONS_SCRIPT_INTERFACE
- Function: observation_options_for_allies
- Description: Returns the observation options that apply to allied factions
- Parameters: observation_options_for_allies()
- Return: CHARACTER_OBSERVATION_OPTIONS_SCRIPT_INTERFACE
- Function: observation_options_for_enemies
- Description: Returns the observation options that apply to enemy factions
- Parameters: observation_options_for_enemies()
- Return: CHARACTER_OBSERVATION_OPTIONS_SCRIPT_INTERFACE
- Function: observation_options_for_neutrals
- Description: Returns the observation options that apply to neutral factions
- Parameters: observation_options_for_neutrals()
- Return: CHARACTER_OBSERVATION_OPTIONS_SCRIPT_INTERFACE
- Function: caravans_system
- Description: Access the caravans system
- Parameters: caravans_system()
- Return: CARAVANS_SYSTEM_SCRIPT_INTERFACE
- Function: lookup_route_network
- Description: Lookup a route network by its record key
- Parameters: lookup_route_network()
- Return: ROUTE_NETWORK_SCRIPT_INTERFACE
- Function: winds_of_magic_compass
- Description: Access the compass system
- Parameters: winds_of_magic_compass()
- Return: WOM_COMPASS_SCRIPT_INTERFACE
- Function: teleportation_network_system
- Description: Access the teleportation network system
- Parameters: teleportation_network_system()
- Return: TELEPORTATION_NETWORK_SYSTEM_SCRIPT_INTERFACE
- Function: faction_strength_rank
- Description: Get faction strength rank
- Parameters: faction_strength_rank(FACTION_SCRIPT_INTERFACE faction)
- Return: card32