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triggers.cwt
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triggers.cwt
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### True if yes. False if no.
alias[trigger:always] = bool
## scope = character
### Compares with the scoped character's own diplomacy.
alias[trigger:diplomacy] = int
## scope = character
### Compares with the scoped character's own martial.
alias[trigger:martial] = int
## scope = character
### Compares with the scoped character's own stewardship.
alias[trigger:stewardship] = int
## scope = character
### Compares with the scoped character's own intrigue.
alias[trigger:intrigue] = int
## scope = character
### Compares with the scoped character's own learning.
alias[trigger:learning] = int
## scope = character
### Compares with the scoped character's state diplomacy.
alias[trigger:realm_diplomacy] = int
## scope = character
### Compares with the scoped character's state martial.
alias[trigger:realm_martial] = int
## scope = character
### Compares with the scoped character's state stewardship.
alias[trigger:realm_stewardship] = int
## scope = character
### Compares with the scoped character's state intrigue.
alias[trigger:realm_intrigue] = int
## scope = character
### Compares with the scoped character's state learning.
alias[trigger:realm_learning] = int
## scope = character
### Compares years with the absolute value of the age difference between the scoped and the given characters.
alias[trigger:age_diff] = {
who = scope[character]
years = int
}
## scope = any
### Compares with the value of the difficulty setting.
alias[trigger:difficulty] = int
# TODO: enum?
## scope = any
### True if the difficulty setting matches the given value.
alias[trigger:difficulty] = TODO
## scope = any
### Compares duration with how long the given global flag has been set, if at all.
alias[trigger:had_global_flag] = {
flag = value[global_flag]
enum[duration_dy] = int
}
## scope = any
### True if the user has the given dlc enabled.
alias[trigger:has_dlc] = enum[dlcs]
## scope = any
### True if the given game rule has the given option selected.
alias[trigger:has_game_rule] = {
name = <game_rule>
value = value[game_rule_option]
}
## scope = any
### Checks if the game has been unpaused.
alias[trigger:has_game_started] = bool
## scope = any
### True if the global flag is currently set.
alias[trigger:has_global_flag] = value[global_flag]
## scope = any
### Checks if the world is randomised or shattered.
alias[trigger:is_alternate_start] = bool
## scope = any
### Checks if the world is randomised.
alias[trigger:is_random_world] = bool
## scope = any
### Checks if the world is shattered.
alias[trigger:is_shattered_world] = bool
## scope = province
### Compares with the distance from the scoped province to the nearest province with a religion. Used exclusively during alternate start setup as normally each province has a religion.
alias[trigger:any_religion_distance] = float
## scope = religion
### Compares with the amount of holy sites generated for the religion so far. Used exclusively during alternate start setup as normally each religion has exactly 5 holy sites.
alias[trigger:num_holy_sites_generated] = int
# TODO: Enum the parameters up. This is going to be a doozie. Right now let's just stick with scalars.
## scope = any
### True if the given alternate start parameter has been set to the given value.
alias[trigger:has_alternate_start_parameter] = {
key = scalar
value = scalar
}
## scope = any
### True if the given alternate start setting has the given option selected.
alias[trigger:has_alternate_start_setting] = {
setting = <alternate_start_setting.checkbox>
option = checked
option = unchecked
}
# TODO: allow only options
## scope = any
### True if the given alternate start setting has the given option selected.
alias[trigger:has_alternate_start_setting] = {
setting = <alternate_start_setting.selection>
setting = <alternate_start_setting.custom>
option = scalar
}
## scope = any
### Compares value with the given alternate start setting's value.
alias[trigger:has_alternate_start_setting] = {
setting = <alternate_start_setting.slider>
value = int
}
## scope = any
### Compares min and max with the given alternate start setting's min and max.
alias[trigger:has_alternate_start_setting] = {
setting = <alternate_start_setting.double_slider>
value = int
}
## scope = any
### True if the given society's given rank is full.
alias[trigger:is_society_rank_full] = {
society = scope[society]
rank = int[1..4]
}
## scope = any
### True if the given title is active. For landed titles this also means having a holder, as they deactivate when not held.
alias[trigger:is_title_active] = scope[title]
## scope = any
### Compares with the current in-game month. Ranges from 0 (January) to 11 (December).
alias[trigger:month] = int[0..11]
## scope = any
### Checks if the game is multiplayer.
alias[trigger:multiplayer] = bool
# TODO: Is wiki correct about it being an inverse chance? I'm not sure, so I'm sticking with the obvious interpretation for now, but confirm
## scope = any
### Has a [value]% chance of being true.
alias[trigger:random] = int[1..100]
## scope = any
### Compares with the IRL month. Ranges from 0 (January) to 11 (December).
alias[trigger:real_month_of_year] = int[0..11]
# TODO: Compares?
## scope = any
## replace_scope = { this = province }
### True if a given percentage of provinces in a given region meets the given conditions.
alias[trigger:regional_percentage] = {
region = <region>
### 0.0 is 0%, 1.0 is 100%
percentage = float[0.0..1.0]
alias_name[trigger] = alias_match_left[trigger]
}
## scope = any
### True if the given date matches the initial start date of current game.
alias[trigger:start_date] = date
## scope = any
### Checks if current checksum matches at least one supported checksum in the .mod files of any active mods.
alias[trigger:supported_checksum] = bool
## scope = any
### Compares with the number of years since the beginning of the current game.
alias[trigger:total_years_played] = int
## scope = any
### Compares with the current year.
alias[trigger:year] = int
# TODO: Confirm scopes
## scope = culture
### Compares with the number of provinces in the world with the culture associated with the scoped entity.
alias[trigger:num_culture_provinces] = int
# TODO: Confirm scopes
## scope = any that have associated religion
### Compares with the number of provinces in the world with the religion associated with the scoped entity.
alias[trigger:num_religion_provinces] = int
## scope = any with flags
### Checks if the current scope has had a given flag for a given time in days, months or years. Works for any scope that can store flags, unlike the more specific had_scope_flag commands.
alias[trigger:had_flag] = {
flag = value[flag]
flag = value[global_flag]
## scope = artifact
flag = value[artifact_flag]
## scope = bloodline
flag = value[bloodline_flag]
## scope = character
flag = value[character_flag]
## scope = character
flag = value[dynasty_flag]
## scope = province
flag = value[province_flag]
## scope = title
flag = value[title_flag]
enum[duration] = int
}
## scope = any with flags
### Checks if the current scope has a given flag. Works for any scope that can store flags, unlike the more specific has_scope_flag commands.
alias[trigger:has_flag] = value[flag]
## scope = any with flags
### Checks if the current scope has a given flag. Works for any scope that can store flags, unlike the more specific has_scope_flag commands.
alias[trigger:has_flag] = value[global_flag]
## scope = artifact
### Checks if the current artifact has a given flag.
alias[trigger:has_flag] = value[artifact_flag]
## scope = bloodline
### Checks if the current bloodline has a given flag.
alias[trigger:has_flag] = value[bloodline_flag]
## scope = character
### Checks if the current character has a given flag.
alias[trigger:has_flag] = value[character_flag]
## scope = character
### Checks if the current character's dynasty has a given flag.
alias[trigger:has_flag] = value[dynasty_flag]
## scope = province
### Checks if the current province has a given flag.
alias[trigger:has_flag] = value[province_flag]
## scope = title
### Checks if the current character has a given flag.
alias[trigger:has_flag] = value[title_flag]
## scope = artifact
### True if the scoped artifact is the same as the given artifact.
alias[trigger:artifact] = scope[artifact]
## scope = artifact
### Compares with the artifact's age. Always false if the artifact has no known creation date.
alias[trigger:artifact_age] = int
## scope = artifact
### True if the scoped artifact can be gifted to the given character.
alias[trigger:artifact_can_be_gifted_to] = scope[character]
## scope = artifact
### True if the scoped artifact is of the given type.
alias[trigger:artifact_type] = <artifact>
## scope = artifact
### True if the given character owns at least one instance of the scoped artifact's type.
alias[trigger:artifact_type_owned_by] = scope[character]
## scope = artifact
### True if the scoped artifact has the given flag currently set.
alias[trigger:has_artifact_flag] = value[artifact_flag]
## scope = artifact
### Checks if the scoped artifact has a creation date on record.
alias[trigger:has_known_creation_date] = bool
## scope = artifact
### Checks if the scoped artifact is currently active, as defined by its active trigger. Artifacts without an active trigger will always be considered active, even if not owned, and artifacts with an active trigger and without an owner will never be considered active.
alias[trigger:is_artifact_active] = bool
## scope = artifact
### Checks if the scoped artifact is currently equipped by its owner.
alias[trigger:is_artifact_equipped] = bool
## scope = artifact
### True if the scoped artifact is the given artifact.
alias[trigger:is_artifact_same_type_as] = scope[artifact]
## scope = artifact
### Checks if the artifact has indestructible = yes.
alias[trigger:is_indestructible] = bool
## scope = artifact
### Compares with the quality of the scoped artifact.
alias[trigger:quality] = int
# TODO: Elaborate?
## scope = battle
### Used in combat tactics
alias[trigger:flank_has_leader] = bool
# TODO: Elaborate?
## scope = battle
###
alias[trigger:flank_has_tactic] = bool
## scope = bloodline
### True if the scoped bloodline is the given bloodline.
alias[trigger:bloodline] = scope[bloodline]
## scope = bloodline
### True if the scoped bloodline is active for the given character.
alias[trigger:bloodline_is_active_for] = scope[character]
## scope = bloodline
### Compares duration with how long the given flag has been set in the scoped bloodline, if at all.
alias[trigger:had_bloodline_flag] = {
flag = value[bloodline_flag]
enum[duration_dy] = int
}
## scope = bloodline
### True if the scoped bloodline has the given flag currently set.
alias[trigger:has_bloodline_flag] = value[bloodline_flag]
## scope = character
### Compares with the age of the scoped character.
alias[trigger:age] = int
## scope = character
### Checks if the scoped character is an ai.
alias[trigger:ai] = bool
## scope = character
### Compares with the total ai_ambition modifier value of the scoped character.
alias[trigger:ai_ambition] = int
## scope = character
### Compares with the total ai_greed modifier value of the scoped character.
alias[trigger:ai_greed] = int
## scope = character
### Compares with the total ai_honor modifier value of the scoped character.
alias[trigger:ai_honor] = int
## scope = character
### Compares with the total ai_rationality modifier value of the scoped character.
alias[trigger:ai_rationality] = int
## scope = character
### Compares with the total ai_zeal modifier value of the scoped character.
alias[trigger:ai_zeal] = int
## scope = character
### True if the scoped character is among the [value] most powerful vassals in the realm. It compares the character's powerbase with that of all other direct vassals of the same liege.
alias[trigger:among_most_powerful_vassals] = int
## scope = character
### True if the scoped character is at the same location as the given character.
alias[trigger:at_location] = scope[character]
## scope = character
### True if the scoped character is located in the given province.
alias[trigger:at_location] = scope[province]
## scope = character
### Compares value with the absolute value of the difference in the given attribute of the scoped and the given characters.
alias[trigger:attribute_diff] = {
character = scope[character]
attribute = enum[attributes_and_combat]
value = int
}
## scope = character
### Compares with the base health of the scoped character.
alias[trigger:base_health] = float
# TODO: Possibly outdated, GHWs and so on?
## scope = character
### Checks if crusades have been unlocked.
alias[trigger:can_call_crusade] = bool
# TODO: Figure out.
## scope = character
###
alias[trigger:can_change_religion] = bool
# TODO: Figure out.
## scope = character
###
alias[trigger:can_copy_personality_trait_from] = scope[character]
## scope = character
### Checks if the scoped character is below their limit on leadership traits (based on their trait with leadership_traits = N).
alias[trigger:can_have_more_leadership_traits] = bool
## scope = character
### True if the scoped character can hold the given minor title.
alias[trigger:can_hold_title] = <minor_title>
## scope = character
### True if the scoped character can hold the given job title.
alias[trigger:can_hold_title] = <minor_title.job>
## scope = character
### True if the scoped character can join the given society.
alias[trigger:can_join_society] = scope[society]
## scope = character
### True if the scoped character can join the given society.
alias[trigger:can_join_society] = <society>
## scope = character
### Checks if the scoped character doesn't have any traits with cannot_marry = yes, rule a theocracy of a religion that prohibits priest marriages, or belong to a holy order.
alias[trigger:can_marry] = bool
## scope = character
### True if the scoped character can marry the given character.
alias[trigger:can_marry] = scope[character]
## scope = character
### Checks if the scoped character can see the given character's secret religion.
alias[trigger:can_see_secret_religion] = scope[character]
## scope = character
### Checks if the scoped character can get the job position of the given character.
alias[trigger:can_swap_job_title] = scope[character]
# TODO: better docs, use the thirdparty subtypes when I get around to doing them.
## scope = character
### True if the given casus belli would show up and be usable in the UI for the scoped character against the given target. Checks everything in the CB itself, plus the extra hardcoded restrictions on regular war declarations.
alias[trigger:can_use_cb] = {
target = scope[character]
target = scope[title]
casus_belli = <casus_belli>
## cardinality = 0..1
thirdparty_character = scope[character]
## cardinality = 0..1
thirdparty_title = scope[title]
only_check_triggers = bool
}
## scope = character
### True if the scoped character is the given character.
alias[trigger:character] = scope[character]
## scope = character
### True if the scoped character is the holder of the given title.
alias[trigger:character] = scope[title]
## scope = character
### True if the scoped character has the given id.
alias[trigger:character] = int
# TODO: Confirm but I'm reasonably certain it works this way.
## scope = character
### Compares value with the clan opinion of the scoped character towards the given character.
alias[trigger:clan_opinion] = {
who = scope[character]
value = 0
}
## scope = character
### Compares with the combat rating of the scoped character.
alias[trigger:combat_rating] = int
## scope = character
### Compares value with the absolute value of the difference in the combat ratings of the scoped and the given characters.
alias[trigger:combat_rating_diff] = {
character = scope[character]
value = int
}
## scope = character
### Compares value with the absolute value of the difference in the combat ratings of the scoped and the given characters.
alias[trigger:combat_rating_diff] = {
who = scope[character]
value = int
}
# TODO: Wiki says baronies but I think it's all titles (considering duchy titles are also used in vanilla on RHS); confirm
## scope = character
### True if the scoped character controls (personally or via vassals) all of the titles under the given title.
alias[trigger:completely_controls] = scope[title]
# TODO: Wiki says baronies but I think it's all titles (considering duchy titles are also used in vanilla on RHS); confirm
## scope = character
### True if the scoped character controls (personally or via vassals) all of the titles under the given title.
alias[trigger:completely_controls] = <title>
## scope = character
### True if the scoped character controls (personally or via vassals) all of the titles in the given region.
alias[trigger:completely_controls_region] = <region>
## scope = character
### True if the scoped character is old enough to be the given character's parent. This means that they're at least AGE_OF_MARRIAGE_MALE years older, and at most MAX_CHILD_BIRTH_AGE years older if female (for immortal characters, as long as they became immortal before this age they bypass the check). It also checks that they didn't die before the birth date of the target.
alias[trigger:could_be_parent_of] = scope[character]
## scope = character
### Compares with the day of the scoped character's date of birth.
alias[trigger:day_of_birth] = int
## scope = character
### Compares with the number of days the scoped character has been at their current rank in their society.
alias[trigger:days_at_current_society_rank] = int
## scope = character
### Compares with the number of days the scoped character has been in their society.
alias[trigger:days_in_society] = int
# TODO: confirm
## scope = character
### True if the scoped character has died of the given reason.
alias[trigger:death_reason] = <death>
## scope = character
### Compares with the decadence of the scoped character.
alias[trigger:decadence] = float
# TODO: Figure out
## scope = character
###
alias[trigger:defending_against_claimant] = {
character = scope[character]
title = scope[titile]
}
# TODO: Figure out
## scope = character
###
alias[trigger:demesne_efficiency] = float
# TODO: Figure out
## scope = character
###
alias[trigger:demesne_garrison_size] = int
## scope = character
### Compares with the demesne size of the scoped character.
alias[trigger:demesne_size] = int
## scope = character
### Compares with the scoped character's demesne size divided by their demesne size limit.
alias[trigger:demesne_size_compared_to_limit] = float
## scope = character
### Checks if the scoped character has the diplomatic_immunity flag, protecting him from hostile actions.
alias[trigger:diplomatic_immunity] = bool
# TODO: scope[offmap]?
## scope = character
### True if the scoped character matches the current dislike of the given offmap power. If the dislike trigger has a context, the context parameter must match to return true. If the dislike trigger has no context, the context parameter must be omitted to return true.
alias[trigger:disliked_by_offmap] = {
type = <offmap>
## cardinality = 0..1
context = value[offmap_like_context]
}
# TODO: Figure out
## scope = character
###
alias[trigger:distance_from_realm] = {
who = scope[character]
value = int
}
## scope = character
### Compares with the scoped character's dynasty's dynastic prestige.
alias[trigger:dynastic_prestige] = int
## scope = character
### True if the scoped character's dynasty matches the given character's.
alias[trigger:dynasty] = scope[character]
## scope = character
### True if the scoped character's dynasty has the given id.
alias[trigger:dynasty] = <dynasty>
## scope = character
### True if the character has no dynasty (is lowborn).
alias[trigger:dynasty] = no
## scope = character
### True if the character has no dynasty (is lowborn).
alias[trigger:dynasty] = none
# TODO: Figure out
## scope = character
###
alias[trigger:dynasty_realm_power] = float
# TODO: Figure out
## scope = character
###
alias[trigger:excommunicated_for] = scope[character]
# TODO: Not sure if right subtype splitting, confirm; and figure out
## scope = character
###
alias[trigger:faction_exists] = {
faction = <objective.faction_character>
}
# TODO: Not sure if right subtype splitting, confirm; and figure out
## scope = character
###
alias[trigger:faction_exists] = {
faction = <objective.faction_liege_titles>
title = scope[title]
}
# TODO: Not sure if right subtype splitting, confirm; and figure out
## scope = character
###
alias[trigger:faction_exists] = {
faction = <objective.faction_liege_titles_w_claimant>
title = scope[title]
thirdparty = scope[character]
}
# TODO: Figure out
## scope = character
###
alias[trigger:faction_power] = {
faction = <objective.faction>
power = float
}
# TODO: 100% sure that refers only to close family; confirm; also figure out what the bool type means; couldn't find usage of title
## scope = character
###
alias[trigger:family] = scope[character]
#alias[trigger:family] = character/title/bool
## scope = character
### Checks if the scoped pregnant woman's unborn child has a known father.
alias[trigger:father_of_unborn_known] = bool
## scope = character
### Compares with the character's fertility value.
alias[trigger:fertility] = float
# TODO: Figure out
## scope = character
###
alias[trigger:from_ruler_dynasty] = bool
## scope = character
### Compares with the wealth of the scoped character.
alias[trigger:gold] = int
## scope = character
### True if the scoped character's government matches the given government. For checking government groups, see is_feudal, is_republic, etc.
alias[trigger:government] = <government>
## scope = character
### True if the scoped character's government matches the given character's government. For checking government groups, see is_feudal, is_republic, etc.
alias[trigger:government] = scope[character]
## scope = character
### True if the scoped character's graphical culture matches the given graphical culture. This is different from the effect set_graphical_culture which takes a culture, not a culturegfx.
alias[trigger:graphical_culture] = <graphical_culture>
## scope = artifact
### Compares duration with how long the given flag has been set in the scoped artifact, if at all.
alias[trigger:had_artifact_flag] = {
flag = value[artifact_flag]
enum[duration_dy] = int
}
## scope = character
### Compares duration with how long the given flag has been set in the scoped character, if at all.
alias[trigger:had_character_flag] = {
flag = value[character_flag]
enum[duration_dy] = int
}
## scope = character
### Compares duration with how long the given flag has been set in the scoped character's dynasty, if at all.
alias[trigger:had_dynasty_flag] = {
flag = value[dynasty_flag]
enum[duration_dy] = int
}
# TODO: Confirm
## scope = character
### Checks if the scoped character has an active ambition.
alias[trigger:has_ambition] = bool
# TODO: Confirm
## scope = character
### True if the scoped character's active ambition matches the given ambition.
alias[trigger:has_ambition] = <objective.ambition>
# TODO: Confirm
## scope = character
### True if the scoped character has the given opinion modifier towards any other character.
alias[trigger:has_any_opinion_modifier] = <opinion_modifier>
## scope = character
### Checks if the scoped character has an active quest.
alias[trigger:has_any_quest] = bool
# TODO: Confirm
## scope = character
### Checks if the scoped character has any trait with is_symptom = yes.
alias[trigger:has_any_symptom] = bool
## scope = character
### Checks if the scoped character owns any artifact of the given type.
alias[trigger:has_artifact] = <artifact>
## scope = character
### Checks to see if the scoped character has assigned the given minor title.
alias[trigger:has_assigned_minor_title] = <minor_title>
## scope = character
### Checks to see if the scoped character has assigned a given amount of the given minor title.
alias[trigger:has_assigned_minor_title] = {
title = <minor_title>
count = int
}
# TODO: Scopes?
## scope = { character religion }
### Checks if the religion associated with the scoped entity has autocephaly = yes.
alias[trigger:has_autocephaly] = bool
# TODO: FIgure out
## scope = character
###
alias[trigger:has_blood_oath_with] = scope[character]
# TODO: FIgure out
## scope = character
###
alias[trigger:has_called_crusade] = bool
## scope = character
### True if the scoped character has the given flag currently set.
alias[trigger:has_character_flag] = value[character_flag]
# TODO: subtype
## scope = character
### True if the scoped character has the given event modifier.
alias[trigger:has_character_modifier] = <event_modifier>
## scope = character
### Checks if the scoped character has children.
alias[trigger:has_children] = bool
# TODO: Figure out (though this along with many others is kinda obvious) ???
## scope = character
###
alias[trigger:has_claim] = scope[title]
# TODO: Docs
## scope = character
###
alias[trigger:has_claim] = title
# TODO: Scopes?
## scope = { character religion }
### Checks if the religion associated with the scoped entity has max_consorts > 0.
alias[trigger:has_concubinage] = bool
# TODO: FIgure out
## scope = character
###
alias[trigger:has_council] = bool
## scope = character
### True if the scoped character's dynasty has the given flag currently set.
alias[trigger:has_dynasty_flag] = value[dynasty_flag]
# TODO: Confirm
## scope = character
### True if the scoped character has any regiments marked with the given earmark under their control.
alias[trigger:has_earmarked_regiments] = value[earmark]
# TODO: Confirm
## scope = character
### True if the scoped character has any regiments marked with the given earmark under their control that are not raiding.
alias[trigger:has_earmarked_regiments_not_raiding] = value[earmark]
# TODO: FIgure out
## scope = character
###
alias[trigger:has_embargo] = scope[character]
# TODO: FIgure out
## scope = character
###
alias[trigger:has_feud_with] = scope[character]
## scope = character
### True if the scoped character has the given focus.
alias[trigger:has_focus] = <objective.focus>
# TODO: FIgure out
## scope = character
###
alias[trigger:has_guardian] = bool
## scope = character
### Check if the scoped character's culture has horde = yes.
alias[trigger:has_horde_culture] = bool
## scope = character
### Checks if the scoped character in the current scope has a trait with cannot_inherit = yes.
alias[trigger:has_inheritance_blocker] = bool
## scope = character
### True if the scoped character has the given amount of instances of the given event modifier.
alias[trigger:has_instances_of_character_modifier] = {
modifier = <event_modifier>
amount = int
}
# TODO: Figure out
## scope = character
###
alias[trigger:has_job_action] = bool
# TODO: Figure out
## scope = character
###
alias[trigger:has_job_action] = <job_action>
## scope = character
### Checks if the scoped character has any job title.
alias[trigger:has_job_title] = bool
## scope = character
### True if the scoped character has the given job title.
alias[trigger:has_job_title] = <minor_title.job>
## scope = character
### Checks if the scoped character has any title.
alias[trigger:has_landed_title] = bool
## scope = character
### True if the scoped character has the given title.
alias[trigger:has_landed_title] = scope[title]
## scope = character
### True if the scoped character has the given title.
alias[trigger:has_landed_title] = <title>
# TODO: Reword
## scope = character
### Prevents wars, also see will_liege_enforce_peace.
alias[trigger:has_liege_enforced_peace] = bool
## scope = character
### Checks if the scoped character has any living children.
alias[trigger:has_living_children] = bool
## scope = character
### Checks if the scoped character has any lovers.
alias[trigger:has_lover] = bool
## scope = character
### Checks if the scoped character has any minor or religious title.
alias[trigger:has_minor_title] = bool
# TODO: Do job titles work?
## scope = character
### True if the scoped character has the given minor title.
alias[trigger:has_minor_title] = <minor_title>
## scope = character
### True if the scoped character has the given religious title.
alias[trigger:has_minor_title] = <minor_title.religious>
# TODO: Reword, find out what "recently" entails
## scope = character
### Character holds titles he just recently acquired
alias[trigger:has_newly_acquired_titles] = bool
## scope = character
### Checks if the scoped character has any nickname.
alias[trigger:has_nickname] = bool
## scope = character
### True if the scoped character has the given nickname.
alias[trigger:has_nickname] = <nickname>
## scope = character
### True if the scoped character has a non-aggression pact with the given character.
alias[trigger:has_non_aggression_pact_with] = scope[character]
# TODO: Low priority reword for current wording
## scope = character
### Deprecated, replaced by has_ambition/has_plot
alias[trigger:has_objective] = <objective>
# TODO: scope[offmap] or <offmap>?
## scope = character
### Compares with the scoped character's amount of currency with the given offmap power.
alias[trigger:has_offmap_currency] = {
offmap = scope[offmap]
value = int
}
# TODO: scope[offmap] or <offmap>?
## scope = character
### True if the scoped character's player has chosen to receive news events from the given offmap power through the interface.
alias[trigger:has_offmap_news_enabled] = <offmap>
## scope = character
### Checks if the scoped character has the given opinion modifier towards who.
alias[trigger:has_opinion_modifier] = {
who = scope[character]
modifier = <opinion_modifier>
}
# TODO: Figure out
## scope = character
###
alias[trigger:has_overseas_holdings] = bool
# TODO: Figure out
## scope = character
###
alias[trigger:has_plot] = <objective.plot>
# TODO: Scopes?
## scope = character
### Checks if the religion associated with the scoped entity has max_wives > 0.
alias[trigger:has_polygamy] = bool
# TODO: Figure out limits of those ints
## scope = character
### True if the scoped character has a portrait property with the given index on the given layer.
alias[trigger:has_portrait_property] = {
layer = int
index = int
}
## scope = character
### True if the scoped character's council position matches the given council position.
alias[trigger:has_position] = <council_position>
## scope = character
### True if the scoped character's council position matches the council position of the given character.
alias[trigger:has_position] = scope[character]
## scope = character
### True if the scoped character has a pressed claim (i.e., a non-heritable weak or strong claim created through Fabricate Claims) on the given title.
alias[trigger:has_pressed_claim] = scope[title]
# TODO: Check RHS - why is it a character, why does that matter?
## scope = character
### Whether character has some personal levies (vassal levies do not count)
alias[trigger:has_raised_levies] = scope[character]
## scope = character
### True if the scoped character has a given quest.
alias[trigger:has_quest] = value[quest]
## scope = character
### Checks if the scoped character has a regent.
alias[trigger:has_regent] = bool
# TODO: Fgiure out
## scope = character
###
alias[trigger:has_regiments] = bool
## scope = character
### Checks if the scoped character's religion has a given religion feature.
alias[trigger:has_religion_feature] = <religion_feature>
## scope = religion
### Checks if the scoped religion has a given religion feature.
alias[trigger:has_religion_feature] = <religion_feature>
## scope = any
### Checks if religion features are enabled in the current game; usually dependent on whether or not Holy Fury is active.
alias[trigger:has_religion_features] = bool
## scope = character