Here you can find triggers, effects, modifiers and scopes for Sengoku.
Download .txt files:
View attachment Sengoku Triggers.txt
View attachment Sengoku Scopes.txt
View attachment Sengoku Effects.txt
View attachment Sengoku Modifiers.txt
Or view them directly in this thread:
Sengoku Triggers:
Sengoku Scopes:
Sengoku Effects:
Sengoku Modifiers:
Download .txt files:
View attachment Sengoku Triggers.txt
View attachment Sengoku Scopes.txt
View attachment Sengoku Effects.txt
View attachment Sengoku Modifiers.txt
Or view them directly in this thread:
Sengoku Triggers:
Code:
tier
Comment: Returns true if the character has the correct title.
Scope: Character
Syntax: tier = TITLE
TITLE:
duke - daimyo
count - kokujin
king - subjugated clan leader
emperor - clan leader
is_primary_type_title
Comment: Returns true if the character has a primary type title.
Scope: Character
Syntax: is_primary_type_title = yes
first_son
Comment: Returns true if the character is the first son.
Scope: Character
Syntax: first_son = yes
has_global_flag
Comment: Returns true if there is a global flag with the specified name.
Scope: <none>
Syntax: has_global_flag = FLAGNAME
had_global_flag
Comment: Returns true if the flag has been active for the specified amount of days or longer.
Scope: <none>
Syntax: had_global_flag = { flag = FLAGNAME days = x } ( x = +-1...)
western_active
Comment: Returns true if westernization has started.
Scope: <none>
Syntax: western_active = yes
western_complete
Comment: Returns true if westernization is complete.
Scope: <none>
Syntax: western_complete = yes
western
Comment: Returns true if the province is western.
Scope: Province
Syntax: western = yes
and
Comment: Boolean container trigger.
Scope: <none>
Syntax: AND = {}
hidden_tooltip
Comment: If you want something to not show up in the tooltip you use this.
For example: if you want to add a hidden character modifier you must place it inside the brackets of the hidden tooltip.
Scope: All
Syntax: hidden_tooltip = {}
or
Comment: Boolean container trigger. If you place several different triggers inside OR = {}, then if one of them returns true the event will fire.
OBS! If there's any other triggers outside of OR = {} they too must return true for the event to fire.
Scope: <none>
Syntax: OR = {}
not
Comment: Boolean container trigger.
Scope: <none>
Syntax: NOT = {}
year
Comment: Returns true if it is the specified year or after the specified year.
Scope: <none>
Syntax: year = x ( x = 1467 - 1620)
month
Comment: Returns true if it is the specified month or after the specified month.
Scope: <none>
Syntax: month = x ( x = 1 - 12)
is_alive
Comment: Returns true if the character is alive.
Scope: Character
Syntax: is_alive = yes
is_landed
Comment: Returns true if the character has a title.
Scope: Character
Syntax: is_landed = yes
is_councillor
Comment: Returns true if the character is a councillor, e.g has a job title.
Scope: Character
Syntax: is_councillor = yes
character
Comment: Returns true if the character in the present scope is equal to SCOPE.
Scope: Character
Syntax: character = SCOPE (ROOT, THIS, FROM, PREV)
has_objective
Comment: Returns true if the character has the specified objective. All current objectives can be found in ...\common\objectives.txt.
Scope: Character
Syntax: has_objective = OBJECTIVE
war
Comment: Returns true if the character is at war with anyone.
Scope: Character
Syntax: war = yes
revolt_risk
Comment: Returns true if the revolt risk is the specified value or above it.
Scope: Province
Syntax: revolt_risk = x ( x = +-1...)
port
Comment: Returns true if the province borders a sea province.
Scope: Province
Syntax: port = yes
owned_by
Comment: Returns true if the province is owned by the specified character.
Scope: Province
Syntax: owned_by = SCOPE (ROOT, THIS, FROM, PREV)
owned_by_rebels
Comment: Returns true if the province is owned by the specified rebel type.
Scope: Province
Syntax: owned_by_rebels = REBEL_TYPES ( Replace with any of the below listed rebel types)
REBEL_TYPES:
SHINTO
BUDDHIST
CHRISTIAN
IKKOIKKI
opinion
Comment: Scope must be replaced with either of these: ROOT, THIS, FROM or PREV. This trigger checks what someone thinks about who = SCOPE.
Scope: Character
Syntax: opinion = { who = SCOPE value = x } ( x = +-1...)
their_opinion
Comment: Scope must be replaced with either of these: ROOT, THIS, FROM or PREV. This trigger checks what who = SCOPE thinks about another character.
Scope: Character
Syntax: their_opinion = { who = SCOPE value = x } ( x = +-1...)
has_siege
Comment: Returns true if the province is besieged.
Scope: Province
Syntax: has_siege = yes
has_province_flag
Comment: Returns true if the province has the specified province flag.
Scope: Province
Syntax: has_province_flag = PROVINCE_FLAG
has_character_flag
Comment: Returns true if the character has the specified character flag.
Scope: Character
Syntax: has_character_flag = CHARACTER_FLAG
has_province_modifier
Comment: Returns true if the province has the specified province modifier. All current province modifiers can be found in ...\common\event_modifiers. Replace PROVINCE_MODIFIER with any of the listed province modifiers.
Scope: Province
Syntax: has_province_modifier = PROVINCE_MODIFIER
has_character_modifier
Comment: Returns true if the character has the specified character modifier. All current character modifiers can be found in ...\common\event_modifiers. Replace CHARACTER_MODIFIER with any of the listed character modifiers.
Scope: Character
Syntax: has_character_modifier = CHARACTER_MODIFIER
has_building
Comment: All buildings can be found in ...\common\buildings.txt. Replace BUILDING with any of the listed buildings.
Scope: Province
Syntax: has_building = BUILDING
monthly_income
Comment: Returns true if the character has the specified value or above.
Scope: Character
Syntax: monthly_income = x ( x = +-1...)
war_with
Comment: Returns true if the character is at war with the specified character. Most often used in another character scope, for example any_independent_neighbor.
Scope: Character
Syntax: war_with = SCOPE (ROOT, THIS, FROM, PREV)
trait
Comment: Returns true if the character has the specified trait. A full list of available traits can be found in ...\common\traits.txt.
Scope: Character
Syntax: trait = TRAIT
ruled_years
Comment: Returns true if the years the character has ruled equals or exceeds the specified value.
Scope: Character
Syntax: ruled_years = x ( x = +-1...)
num_of_children
Comment: Returns true if the character has x or more children.
Scope: Character
Syntax: num_of_children = x ( x = +-1...)
personality_traits
Comment: Returns true if the character has x or more personality traits.
Scope: Character
Syntax: personality_traits = x ( x = +-1...)
congenital_traits
Comment: Returns true if the character has x or more congenital traits.
Scope: Character
Syntax: congenital_traits = x ( x = +-1...)
lifestyle_traits
Comment: Returns true if the character has x or more lifestyle traits.
Scope: Character
Syntax: lifestyle_traits = x ( x = +-1...)
health_traits
Comment: Returns true if the character has x or more health traits.
Scope: Character
Syntax: health_traits = x ( x = +-1...)
num_traits
Comment: Returns true if the character has x or more traits.
Scope: Character
Syntax: num_traits = x ( x = +-1...)
martial
Comment: Returns true if the character's martial equals or exceedes the specified number (x).
Scope: Character
Syntax: martial = x ( x = +-1...)
diplomacy
Comment: Returns true if the character's diplomacy equals or exceedes the specified number (x).
Scope: Character
Syntax: diplomacy = x ( x = +-1...)
intrigue
Comment: Returns true if the character's intrigue equals or exceedes the specified number (x).
Scope: Character
Syntax: intrigue = x ( x = +-1...)
check_variable
Comment: Returns true if the variable exists and its value is x (must check if it's equal or bigger than).
Scope: <none>
Syntax: check_variable = { which = VARIABLE_NAME value = x }
sibling
Comment: Returns true if the character is a sibling to ROOT. This is most often used inside a character scope switch, for example any_courtier.
Scope: Character
Syntax: sibling = yes
wealth
Comment: Returns true if the wealth of a character equals or exceeds the specified number (x).
Scope: Character
Syntax: wealth = x ( x = +-1...)
treasury
Comment: Returns true if the treasury contains x or more gold.
Scope: Character
Syntax: treasury = x ( x = +-1...)
arquebus
Comment: Returns true if the amount of arquebuses equals or exceeds the specified number (x).
Scope: Province
Syntax: arquebus = x ( x = +-1...)
health
Comment: Returns true if the health of a character equals or exceedes x.
Scope: Character
Syntax: health = x ( x = +-1...)
fertility
Comment: Returns true if the fertility of a character equals or exceedes x.
Scope: Character
Syntax: fertility = x ( x = +-1...)
honor
Comment: Returns true if the honor of a character equals or exceedes x.
Scope: Character
Syntax: honor = x ( x = +-1...)
is_mother
Comment: Returns true if the character is ROOT's mother. This is most often used inside a character scope switch, for example any_courtier.
Scope: Character
Syntax: is_mother = yes
is_father
Comment: Returns true if the character is ROOT's father. This is most often used inside a character scope switch, for example any_courtier.
Scope: Character
Syntax: is_father = yes
is_liege
Comment: Returns true if the character a liege.
Scope: Character
Syntax: is_liege = yes
is_female
Comment: Returns true if the character is female.
Scope: Character
Syntax: is_female = yes
age
Comment: Returns true if the character's age equals or exceeds the specified number (x).
Scope: Character
Syntax: age = x ( x = +-1...)
dynasty
Comment: Returns true if the character is the same dynasty as the specified character. This is most often used inside a character scope switch, for example any_courtier.
Scope: Character
Syntax: dynasty = SCOPE (ROOT, THIS, FROM, PREV)
family
Comment: Returns true if the character is in the same family as the specified character. This is most often used inside a character scope switch, for example any_courtier.
Scope: Character
Syntax: family = yes
in_command
Comment: Returns true if the character is in command.
Scope: Character
Syntax: in_command = yes
is_ruler
Comment: Returns true if the character is a ruler.
Scope: Character
Syntax: is_ruler = yes
is_playable
Comment: Returns true for player controlled characters.
Scope: Character
Syntax: is_playable = yes
independent
Comment: Returns true if the character is a clan leader.
Scope: Character
Syntax: independent = yes
is_primary_heir
Comment: Returns true if the character is the primary heir.
Scope: Character
Syntax: is_primary_heir = yes
num_of_traits
Comment: Returns true if the character's number of traits equals or exceeds the specified number (x).
Scope: Character
Syntax: num_of_traits = x ( x = +-1...)
is_married
Comment: Returns true if the character is married.
Scope: Character
Syntax: is_married = yes
province_id
Comment: Returns true if the province has the specified province id.
Scope: Province
Syntax: province_id = x ( x = 1 - 360)
ai
Comment: Returns true if the character is controlled by the ai.
Scope: Character
Syntax: ai = yes
at_location
Comment: Returns true if the character is at the same location as SCOPE.
Scope: Province
Syntax: at_location = SCOPE (ROOT, THIS, FROM, PREV)
has_more_wealth_than_ruler
Comment: Returns true if the character has more wealth than his ruler.
Scope: Character
Syntax: has_more_wealth_than_ruler = yes
from_ruler_dynasty
Comment: Returns true if the character is from the same dynasty as his ruler.
Scope: Character
Syntax: from_ruler_dynasty = yes
has_job_title
Comment: Only councillors have job titles and you cannot play as one. The events won't show up for a playable character.
You can, however, check to see if one of your courtiers has any job title. Use scope change any_courtier and random_courtier.
Scope: Character
Syntax: has_job_title = JOB_TITLE ( Replace with any of the below listed job titles)
JOB_TITLE:
job_master_of_the_guard
job_master_of_ceremonies
job_master_of_arms
has_job_action
Comment: Only councillors have job actions and you cannot play as one, so then the events won't show up for a playable character.
You can, however, change scope and see if one of your councillors has any of the listed job actions. See Sengoku Scopes for all scope changes.
Scope: Character
Syntax: has_job_action = JOB_ACTION ( Replace with any of the below listed job actions)
JOB_ACTION:
action_improve_relations
action_improve_village
action_squeeze_peasants
action_improve_castle
action_restore_order
action_improve_guilds
action_sow_dissent
is_pretender
Comment: Returns true if the character is a pretender.
Scope: Character
Syntax: is_pretender = yes
civil_war
Comment: Returns true if the character is in a civil war.
Scope: Character
Syntax: civil_war = yes
num_of_plot_backers
Comment: Returns true if the amount of plot backers equals or exceeds the specified number (x).
Scope: Character
Syntax: num_of_plot_backers = x ( x = +-1...)
plot_power
Comment: Returns true if the plot power equals or exceeds the specified number (x).
Scope: Character
Syntax: plot_power = x ( 0.01 - 1)
is_plot_target_of
Comment: Returns true if the character is the plot target of another character.
Scope: Character
Syntax: is_plot_target_of = SCOPE ( PREV, ROOT, FROM, THIS)
education_traits
Comment: Returns true if the amount of education traits equals or exceeds the specified number (x).
Scope: Character
Syntax: education_traits = x ( x = +-1...)
has_opinion_modifier
Comment: Returns true if the character has the specified opinion modifier. All opinion modifiers can be found in ...\common\opinion_modifiers.txt.
Scope: Character
Syntax: has_opinion_modifier = { who = ROOT modifier = OPINION_MODIFIER }
shinto_relation
Comment: Returns true if the relations with the shinto faction equals or exceeds the specified number (x).
Scope: Character
Syntax: shinto_relation = x ( x = +-1...)
christian_relation
Comment: Returns true if the relations with the christian faction equals or exceeds the specified number (x).
Scope: Character
Syntax: christian_relation = x ( x = +-1...)
buddhist_relation
Comment: Returns true if the relations with the buddhist faction equals or exceeds the specified number (x).
Scope: Character
Syntax: buddhist_relation = x ( x = +-1...)
has_sided_with_faction
Comment: Returns true if the character has sided with the specified faction.
Scope: Character
Syntax: has_sided_with_faction = FACTION (Replace FACTION with shinto, buddhist or christian)
is_faction_leader
Comment: Returns true if the character is faction leader.
Scope: Character
Syntax: is_faction_leader = yes
num_demesne_provinces
Comment: Returns true if the number of demesne provinces equals or exceeds the specified number (x).
Scope: Character
Syntax: num_demesne_provinces = x ( x = +-1...)
civil_war_power
Scope: Character
Syntax: civil_war_power = x ( x = +-0.1...)
relative_power
Comments: Returns true if the relative power equals or exceeds the specified value (x). Most often used in another character scope, for example any_independent_neighbor.
Scope: Character
Syntax: relative_power = {
who = ROOT
value = x ( x = +-0.1...)
}
Sengoku Scopes:
Code:
### These are used in triggers ###
any_neighbor
Comment: Changes the scope to any neighbour.
Scope: Character Scope
Syntax: any_neighbor = {}
any_independent_neighbor
Comment: Changes the scope to any independent neighbour.
Scope: Character Scope
Syntax: any_independent_neighbor = {}
any_clan_member
Comment: Changes the scope to any clan member.
Scope: Character
Syntax: any_clan_member = {}
any_courtier
Comment: Changes the scope to any courtier.
Scope: Character
Syntax: any_courtier = {}
any_plot_backer
Comment: Changes the scope to any plot backer.
Scope: Character
Syntax: any_plot_backer
any_backed_character
Comment: Changes the scope to any backed character.
Scope: <none>
Syntax: any_backed_character = {}
any_child
Comment: Changes the scope to any child.
Scope: Character
Syntax: any_child = {}
any_sibling
Comment: Changes the scope to any sibling.
Scope: Character
Syntax: any_sibling = {}
any_rival
Comment: Changes the scope to any rival (opinion lower than...).
Scope: Character
Syntax: any_rival = {}
any_friend
Comment: Changes the scope to any friend (opinion more than...).
Scope: Character
Syntax: any_friend = {}
any_neighbor_province
Comment: Changes the scope to any neighbour province.
Scope: Province
Syntax: any_neighbor_province = {}
any_kori_in_kuni
Comment: Changes the scope to any kori in kuni.
Scope: Province
Syntax: any_kori_in_kuni = {}
any_demesne_province
Comment: Changes the scope to any demesne province.
Scope: Province
Syntax: any_demesne_province = {}
any_realm_province
Comment: Changes the scope to any realm province.
Scope: Province
Syntax: any_realm_province = {}
any_demesne_title
Comment: Changes the scope to any demesne title
Scope: Province
Syntax: any_demesne_title = {}
any_realm_title
Comment: Changes the scope to any realm title
Scope: Province
Syntax: any_realm_title = {}
any_character
Comment: Changes the scope to any character.
Scope: Character
Syntax: any_character = {}
any_dynasty_member
Comment: Changes the scope to any dynasty member.
Scope: Character
Syntax: any_dynasty_member = {}
plot_target
Comment: Changes the scope to plot target.
Scope: Character
Syntax: plot_target = {}
any_direct_vassal
Comment: Changes the scope to any direct vassal.
Scope: Character
Syntax: any_direct_vassal = {}
### These are used in effects ###
random_direct_vassal
Comment:Character the scope to random direct vassal.
Scope: <none>
Syntax: random_direct_vassal = {}
any_direct_vassal
Comment: Changes the scope to any direct vassal.
Scope: Character
Syntax: any_direct_vassal = {}
any_character
Comment: Changes the scope to any character.
Scope: Character
Syntax: any_character = {}
random_character
Comment: Changes the scope to a random character.
Scope: Character
Syntax: random_character = {}
random_sibling
Comment: Changes the scope to a random sibling.
Scope: Character
Syntax: random_sibling = {}
random_child
Comment: Changes the scope to a random child.
Scope: Character
Syntax: random_child = {}
random_vassal
Comment: Changes the scope to a random vassal.
Scope: Character
Syntax: random_vassal = {}
random_courtier
Comment: Changes the scope to a random courtier.
Scope: Character
Syntax: random_courtier = {}
any_neighbor_province
Comment: Changes the scope to any neighbor province.
Scope: Province
Syntax: any_neighbor_province = {}
any_kori_in_kuni
Comment: Changes the scope to any kori in kuni.
Scope: Province
Syntax: any_kori_in_kuni = {}
random_neighbor_province
Comment: Changes the scope to a random neighbor province.
Scope: Province
Syntax: random_neighbor_province = {}
random_kori_in_kuni
Comment: Changes the scope to a random kori in kuni.
Scope: Province
Syntax: random_kori_in_kuni = {}
random_garrisoned_province
Comment: Changes the scope to a random garrisoned province.
Scope: Province
Syntax: random_garrisoned_province = {}
any_child
Comment: Changes the scope to any child.
Scope: Character
Syntax: any_child = {}
any_plot_backer
Comment: Changes the scope to any plot backer.
Scope: Character
Syntax: any_plot_backer = {}
any_backed_character
Comment: Changes the scope to any backed character.
Scope: Character
Syntax: any_backed_character = {}
any_sibling
Comment: Changes the scope to any sibling.
Scope: Character
Syntax: any_sibling = {}
any_courtier
Comment: Changes the scope to any courtier.
Scope: Character
Syntax: any_courtier = {}
random_plot_backer
Comment: Changes the scope to a random plot backer.
Scope: Character
Syntax: random_plot_backer = {}
random_backed_character
Comment: Changes the scope to a random backed character.
Scope: Character
Syntax: random_backed_character = {}
random_neighbor
Comment: Changes the scope to a random neighbor.
Scope: Character
Syntax: random_neighbor = {}
random_independent_neighbor
Comment: Changes the scope to a random independent neighbor.
Scope: Character
Syntax: random_independent_neighbor = {}
random_clan_member
Comment: Changes the scope to a random clan member.
Scope: Character
Syntax: random_clan_member = {}
Sengoku Effects:
Code:
set_global_flag
Comment: Set a global flag to indicate that certain criteria have been met.
Scope: <none>
Syntax: set_global_flag = FLAGNAME
clr_global_flag
Comment: Remove a global flag.
Scope: <none>
Syntax: clr_global_flag = FLAGNAME
treasury
Comment: Add or remove a sum of gold.
Scope: Character
Syntax: treasury = x ( x = +-1...)
wealth
Comment: Add or remove a sum of gold.
Scope: Character
Syntax: wealth = x ( x = +-1...)
arquebus
Comment: Add or remove an amount of arquebuses.
Scope: Province
Syntax: arquebus = x ( x = +-1...)
civil_war
Comment: Starts a civil war.
Scope: Character
Syntax: civil_war = SCOPE (FROM, THIS, PREV, ROOT)
add_province_modifier
Comment: Adds a province modifier.
Remember: Add the name of the modifier and the effect to ...\common\event_modifiers: MODIFIER_NAME = { EFFECT = x (for example: build_cost = 0.01) }
Scope: Province
Syntax: add_province_modifier = { name = MODIFIER_NAME duration = x }
add_character_modifier
Comment: Adds a character modifier.
Remember: Add the name of the modifier and the effect to ...\common\event_modifiers: MODIFIER_NAME = { EFFECT = x (for example: monthly_character_honor = 0.01) }
Scope: Character
Syntax: add_character_modifier = { name = MODIFIER_NAME duration = x }
add_inherited_modifier
Comment: Adds a inherited character modifier.
Remember: Add the name of the modifier and the effect to ...\common\event_modifiers: MODIFIER_NAME = { EFFECT = x (for example: monthly_character_honor = 0.01) }
Scope: Character
Syntax: add_inherited_modifier = { name = MODIFIER_NAME duration = x }
set_province_flag
Comment: Set a flag for a province to indicate that certain criteria have been met.
Scope: Province
Syntax: set_province_flag = FLAGNAME
clr_province_flag
Comment: Remove a province flag.
Scope: Province
Syntax: clr_province_flag = FLAGNAME
set_character_flag
Comment: Set a flag for a character to indicate that certain criteria have been met.
Scope: Character
Syntax: set_character_flag = FLAGNAME
clr_character_flag
Comment: Remove a character flag.
Scope: Character
Syntax: clr_character_flag = FLAGNAME
spawn_rebels
Comment: Will spawn rebels of a certain rebel type. All rebel types can be found in ...\common\rebel_types.txt
Scope: Province
Syntax: spawn_rebels = {
type = REBEL_TYPE
size = x ( x = +-1...)
}
add_building
Comment: Adds a building to the province. All buildings can be found in ...\common\buildings.txt.
Scope: Province
Syntax: add_building = BUILDING_NAME
remove_building
Comment: Removes a building in the province. All buildings can be found in ...\common\buildings.txt.
Scope: Province
Syntax: remove_building = BUILDING_NAME
add_city_level
Comment: Adds or lowers a city level.
Scope: Province
Syntax: add_city_level = x (x = +-1...)
add_castle_level
Comment: Adds or lowers a castle level.
Scope: Province
Syntax: add_castle_level = x (x = +-1...)
opinion
Comment: Changes opinion (relation) of another character.
REMEMBER: Add OPINION_NAME and effect to ...\common\opinion_modifiers.txt.
Scope: Character
Syntax: opinion = { modifier = OPINION_NAME who = SCOPE years = x } (FROM, THIS, ROOT, PREV) ( x = +-1...)
reverse_opinion
Comment: Changes another characters opinion (relation).
Scope: Character
Syntax: reverse_opinion = { modifier = OPINION_NAME who = SCOPE years = x } (FROM, THIS, ROOT, PREV) ( x = +-1...)
remove_opinion
Comment: Removes an opinion modifier.
Scope: Character
Syntax: remove_opinion = { modifier = OPINION_NAME who = SCOPE years = x } (FROM, THIS, ROOT, PREV) ( x = +-1...)
reverse_remove_opinion
Comment: Removes another characters opinion modifier.
Scope: Character
Syntax: reverse_remove_opinion = { modifier = OPINION_NAME who = SCOPE years = x } (FROM, THIS, ROOT, PREV) ( x = +-1...)
move_character
Comment: Moves a character to another location.
Scope: Character
Syntax: move_character = PROVINCEID
set_variable
Comment: Creates a new variable and assigns it the specified value
Scope: <none>
Syntax: set_variable = {
which = variable_name
value = x (x = +-1..)
}
change_variable
Comment: Increases or decreases the value of an existing variable
Scope: Province
Syntax: change_variable = {
which = variable_name
value = x (x = +-1..)
}
war
Comment: Starts a war with a selected character.
Scope: Character
Syntax: war = yes
change_martial
Comment: Changes a characters martial.
Scope: Character
Syntax: change_martial = x (x = +-1..)
change_diplomacy
Comment: Changes a characters diplomacy.
Scope: Character
Syntax: change_diplomacy = x (x = +-1..)
change_intrigue
Comment: Changes a characters intrigue.
Scope: Character
Syntax: change_intrigue = x (x = +-1..)
add_trait
Comment: Adds a trait to a character. All traits can be found in ...common\traits.txt.
Scope: Character
Syntax: add_trait = TRAITNAME
death
Comment: Kills a character.
Scope: Character
Syntax: death = yes
add_spouse
Comment: Adds a spouse. Mostly used in another character's scope, for example any_courtier.
Scope: Character
Syntax: add_spouse = SCOPE (FROM, THIS, PREV, ROOT)
remove_spouse
Comment: Removes a spouse. Mostly used in another character's scope, for example any_courtier.
Scope: Character
Syntax: remove_spouse = SCOPE (FROM, THIS, PREV, ROOT)
cancel_job_action
Comment: Cancels a job action
Scope: Character
Syntax: cancel_job_action = JOB_ACTION
JOB_ACTION:
action_improve_relations
action_improve_village
action_squeeze_peasants
action_improve_castle
action_restore_order
action_improve_guilds
action_sow_dissent
remove_trait
Comment: Removes a trait. All traits can be found in ...common\traits.txt.
Scope: Character
Syntax: remove_trait = TRAITNAME
remove_province_modifier
Comment: Removes a province modifier.
Remember: Add the name of the modifier and the effect to ...\common\event_modifiers: MODIFIER_NAME = { EFFECT = x (for example: build_cost = 0.01) }
Scope: Character
Syntax: remove_province_modifier = MODIFIER_NAME
remove_character_modifier
Comment: Removes a character modifier.
Remember: Add the name of the modifier and the effect to ...\common\event_modifiers: MODIFIER_NAME = { EFFECT = x (for example: build_cost = 0.01) }
Scope: Character
Syntax: remove_character_modifier = MODIFIER_NAME
province_event
Comment: Triggers a province event.
Scope: Province
Syntax: province_event = { id = IDNUMBER days = x tooltip = "EVTTOOLTIPIDNUMBER" }
character_event
Comment: Triggers a character event.
Scope: Character
Syntax: character_event = { id = IDNUMBER days = x tooltip = "EVTTOOLTIPIDNUMBER" }
narrative_event
Comment: Triggers a narrative event.
Scope: Character
Syntax: narrative_event = { id = IDNUMBER days = x tooltip = "EVTTOOLTIPIDNUMBER" }
letter_event
Comment: Triggers a letter event.
Scope: Character
Syntax: letter_event = { id = IDNUMBER days = x tooltip = "EVTTOOLTIPIDNUMBER" }
health
Comment: Changes the health of a character.
Scope: Character
Syntax: health = x ( x = +-1...)
honor
Comment: Changes the honor of a character.
Scope: Character
Syntax: honor = x ( x = +-1...)
execute_plot
Comment: Executes a plot. Mostly used in ...\decisions\plot.decisions.txt
Scope: Character
Syntax: execute_plot = yes
random
Comment: Gives a random chance for something to happen. Example: character_events, add_trait, honor or modifiers of some sort.
Scope: <none>
Syntax: random = {
chance = x (x = 1 - 100)
EFFECT
}
random_list
Comment: Allows to have an event where any of a number of things can happen, depending on the odds given. Percentage chance.
Scope: Province/Character
Syntax: random_list = {
[odds1] = { [effect1] }
[odds2] = { [effect2] }
...
}
back_plot
Comment: Join another character's plot.
Scope: <none>
Syntax: back_plot = yes
reverse_back_plot
Comment: A selected character joins your plot. Use scope changes!
Scope: <none>
Syntax: reverse_back_plot = yes
leave_plot
Comment: Leave a plot.
Scope: <none>
Syntax: leave_plot = yes
reverse_leave_plot
Comment: A selected character leaves your plot.
Scope: <none>
Syntax: reverse_leave_plot = yes
reveal_plot
Comment: Reveal a plot.
Scope: Province
Syntax: reveal_plot = yes
add_construction_time
Comment: Increases or decreases construction time.
Scope: Province
Syntax: add_construction_time = x (x = +-1...)
revolt_risk
Comment: Increases or decreases revolt risk.
Scope: Province
Syntax: revolt_risk = x ( x = +-1...)
if
Comment: If the limits are met then something happens.
Scope: <none>
Syntax: if = {
limit = { [condition to be met] }
}
add_objective
Comment: Adds a specified objective to a character. All current objectives can be found in ...\common\objectives.txt.
Scope: <none>
Syntax: add_objective = OBJECTIVE
cancel_objective
Comment: Cancel a character's objective. All current objectives can be found in ...\common\objectives.txt.
Scope: <none>
Syntax: cancel_objective = OBJECTIVE
Sengoku Modifiers:
Code:
levy_size
Comment: Changes the levy size.
Syntax: levy_size = x (x = +-1...)
minimum_revolt_risk
Comment: Changes the minimum revolt risk.
Syntax: minimum_revolt_risk = x (x = +-1...)
local_revolt_risk
Comment: Changes the local revolt risk.
Syntax: local_revolt_risk = x (x = +-1...)
global_revolt_risk
Comment: Changes the global revolt risk.
Syntax: global_revolt_risk = x (x = +-1...)
tax_income
Comment: Changes the tax income of a province.
Syntax: tax_income = x (x = +-1...)
local_tax_modifier
Comment: Changes local tax modifier.
Syntax: local_tax_modifier = x (x = +-1...)
global_tax_modifier
Comment: Changes global tax modifier.
Syntax: global_tax_modifier = x (x = +-1...)
land_morale
Comment: Changes land morale.
Syntax: land_morale = x (x = +-1...)
land_forcelimit_modifier
Comment: Changes land forcelimit modifier
Syntax: land_forcelimit_modifier = x (x = +-1...)
attrition
Comment: Changes attrition
Syntax: attrition = x (x = +-1...)
max_attrition
Comment: Changes max attrition
Syntax: max_attrition = x (x = +-1...)
supply_limit
Comment: Changes supply limit
Syntax: supply_limit = x (x = +-1...)
local_regiment_recruit_speed
Comment: Changes local regiment recruit speed
Syntax: local_regiment_recruit_speed = x (x = +-1...)
local_defensive
Comment: Changes local defensive
Syntax: local_defensive = x (x = +-1...)
global_defensive
Comment: Changes global defensive
Syntax: global_defensive = x (x = +-1...)
monthly_character_honor
Comment: Changes the amount of honor the character gains each month.
Syntax: monthly_character_honor = x (x = +-0.1...)
intrigue_missions
Comment: Changes intrigue missions.
Syntax: intrigue_missions = x (x = +-0.1...)
maintenance_cost
Comment: Changes maintenance cost.
Syntax: maintenance_cost = x (x = +-0.1...)
martial
Comment: Changes a characters martial.
Syntax: martial = x (x = +-1...)
intrigue
Comment: Changes a characters intrigue.
Syntax: intrigue = x (x = +-1...)
diplomacy
Comment: Changes a characters diplomacy.
Syntax: diplomacy = x (x = +-1...)
fertility
Comment: Changes a characters fertility.
Syntax: fertility = x (x = +-1...)
health
Comment: Changes a characters health.
Syntax: health = x (x = +-1...)
infantry_levy
Comment: Changes the infantry levy.
Syntax: infantry_levy = x (x = +-1...)
infantry_morale
Comment: Changes infantry morale.
Syntax: infantry_morale = x (x = +-1...)
infantry_fire
Comment: Changes infantry fire.
Syntax: infantry_fire = x (x = +-1...)
infantry_shock
Comment: Changes infantry shock.
Syntax: infantry_shock = x (x = +-1...)
cavalry_levy
Comment: Changes cavalry_levy.
Syntax: cavalry_levy = x (x = +-1...)
cavalry_morale
Comment: Changes cavalry morale.
Syntax: cavalry_morale = x (x = +-1...)
cavalry_fire
Comment: Changes cavalry fire.
Syntax: cavalry_fire = x (x = +-1...)
cavalry_shock
Comment: Changes cavalry shock.
Syntax: cavalry_shock = x (x = +-1...)
artillery_levy
Comment: Changes artillery levy.
Syntax: artillery_levy = x (x = +-1...)
artillery_morale
Comment: Changes artillery morale.
Syntax: artillery_morale = x (x = +-1...)
artillery_fire
Comment: Changes artillery fire.
Syntax: artillery_fire = x (x = +-1...)
artillery_shock
Comment: Changes artillery shock.
Syntax: artillery_shock = x (x = +-1...)
local_movement_speed
Comment: Changes local movement speed.
Syntax: local_movement_speed
levy_reinforce_speed
Comment: Changes levy reinforce speed.
Syntax: levy_reinforce_speed = x (x = +-1...)
global_levy_reinforce_speed
Comment: Changes global levy reinforce speed.
Syntax: global_levy_reinforce_speed = x (x = +-1...)
retinue_reinforce_speed
Comment: Changes retinue reinforce speed.
Syntax: retinue_reinforce_speed = x (x = +-1...)
leader_morale
Comment: Changes leader morale.
Syntax: leader_morale = x (x = +-1...)
leader_shock
Comment: Changes leader shock.
Syntax: leader_shock = x (x = +-1...)
leader_fire
Comment: Changes leader fire.
Syntax: leader_fire = x (x = +-1...)
leader_siege
Comment: Changes leader siege.
Syntax: leader_siege = x (x = +-1...)
leader_maneuver
Comment: Changes leader maneuver.
Syntax: leader_maneuver = x (x = +-1...)
shinto_relation
Comment: Changes relation with the shinto faction.
Syntax: shinto_relation = x (x = +-1...)
buddhist_relation
Comment: Changes relation with the buddhist faction.
Syntax: buddhist_relation = x (x = +-1...)
christian_relation
Comment: Changes relation with the christian faction.
Syntax: christian_relation = x (x = +-1...)
force_limit
Comment: Changes force limit.
Syntax: force_limit = x (x = +-1...)
ninja_recruitment_chance
Comment: Changes ninja recruitment chance.
Syntax: ninja_recruitment_chance = x (x = +-1...)
musket_value
Comment: Changes musket value.
Syntax: musket_value = x (x = +-1...)
mercenary_chance
Comment: Changes mercenary chance.
Syntax: mercenary_chance = x (x = +-1...)