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triggers.log
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triggers.log
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Trigger Documentation:
--------------------
debug_log = yes - Outputs to the game log when this trigger is hit
debug_log_details = yes - Outputs full trigger content when this trigger is hit
--------------------
any_area_including_unownable_province - Iterate through all provinces in an area
any_area_including_unownable_province = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: area
Supported Targets: province
--------------------
any_area_province - Iterate through all ownable provinces in an area
any_area_province = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: area
Supported Targets: province
--------------------
any_area_state - Iterate through all states in an area
any_area_state = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: area
Supported Targets: state
--------------------
any_neighbor_area - Iterate through all neighbouring areas of a Area
any_neighbor_area = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: area
Supported Targets: area
--------------------
any_state_province - Iterate through all provinces in a state
any_state_province = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: state
Supported Targets: province
--------------------
can_change_governor_policy - Checks if a state can change to a specific governor_policy
Supported Scopes: state
--------------------
can_import_trade_good - Checks if a state can import a certain trade good.
Supported Scopes: state
--------------------
has_any_great_work_state - does the state contain a province with a great work?
Traits: yes/no
Supported Scopes: state
--------------------
has_governor - Checks if a state has a governor
Traits: yes/no
Supported Scopes: state
--------------------
has_state_food - does the state have the required food?
Traits: <, <=, =, !=, >, >=
Supported Scopes: state
--------------------
has_state_food_capacity - does the state have the required food capacity?
Traits: <, <=, =, !=, >, >=
Supported Scopes: state
--------------------
has_state_modifier - check if a State has a specific modifier
Supported Scopes: state
--------------------
incoming_trade_routes - The number of incoming trade routes in this state
Traits: <, <=, =, !=, >, >=
Supported Scopes: state
--------------------
is_capital_state - is the state a capital or not?
Traits: yes/no
Supported Scopes: state
--------------------
outgoing_trade_routes - The number of outgoing trade routes in this state
Traits: <, <=, =, !=, >, >=
Supported Scopes: state
--------------------
state_commerce_income - does the state have the required commerce income?
Traits: <, <=, =, !=, >, >=
Supported Scopes: state
--------------------
state_level_loyalty - does the state have the required loyalty (from state level)?
Traits: <, <=, =, !=, >, >=
Supported Scopes: state
--------------------
state_monthly_food_income - does the state have the monthly food income?
Traits: <, <=, =, !=, >, >=
Supported Scopes: state
--------------------
trade_good_exports - is the state's trade good exports greater or equal than the value? trade_good_exports = { target = X [*value >/</>=/<= Y* or *value = { min max }* }
Supported Scopes: state
--------------------
trade_good_imports - is the state's trade good imports greater or equal than the value? trade_good_imports = { target = X [*value >/</>=/<= Y* or *value = { min max }* }
Supported Scopes: state
--------------------
trade_good_surplus - is the state's trade good surplus greater or equal than the value? trade_good_surplus = { target = X [*value >/</>=/<= Y* or *value = { min max }* }
Supported Scopes: state
--------------------
trade_routes - The total number of trade routes in this state
Traits: <, <=, =, !=, >, >=
Supported Scopes: state
--------------------
unused_trade_routes - The total number of unused trade routes in this state
Traits: <, <=, =, !=, >, >=
Supported Scopes: state
--------------------
any_sub_unit - Iterate through all subunits in a unit
any_sub_unit = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: unit
Supported Targets: subunit
--------------------
days_since_last_unit_victory - Check number of days since last victory
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit
--------------------
experience_percentage - How many percent experience does this unit have???
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit
--------------------
food_percentage - How many percent of food does this unit have???
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit
--------------------
has_commander - unit has a commander
Traits: yes/no
Supported Scopes: unit
--------------------
has_reduced_roadbuilding_cost - unit has reduced road building cost
Traits: yes/no
Supported Scopes: unit
--------------------
has_siege_impact - unit has reduced road building cost
Traits: yes/no
Supported Scopes: unit
--------------------
has_unit_modifier - check if a Unit has a specific modifier
Supported Scopes: unit
--------------------
in_combat - unit is in combat
Traits: yes/no
Supported Scopes: unit
--------------------
in_siege - unit is in Siege
Traits: yes/no
Supported Scopes: unit
--------------------
is_army - unit is Army
Traits: yes/no
Supported Scopes: unit
--------------------
is_carrying_troops - unit is carrying troops
Traits: yes/no
Supported Scopes: unit
--------------------
is_dominant_unit - check if a Unit has a specific modifier
Supported Scopes: unit
--------------------
is_exiled - unit is Exiled
Traits: yes/no
Supported Scopes: unit
--------------------
is_idle - unit is idle (AI state)
Traits: yes/no
Supported Scopes: unit
--------------------
is_movement_locked - unit is movement locked
Traits: yes/no
Supported Scopes: unit
--------------------
is_moving - unit is moving
Traits: yes/no
Supported Scopes: unit
--------------------
is_navy - unit is Navy
Traits: yes/no
Supported Scopes: unit
--------------------
is_unit_ability_used - check what ability unit uses
Supported Scopes: unit
--------------------
is_unit_locked - Check if a Unit is locked
Traits: yes/no
Supported Scopes: unit
--------------------
morale_percentage - How many percent morale does this unit have???
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit
--------------------
num_of_loyal_cohorts - Check number of cohorts with personal loyalty in a Uni
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit
--------------------
num_of_migrants - Check number of migrant cohorts in a unit
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit
--------------------
strength_percentage - How many percent strength does this unit have???
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit
--------------------
unit_size - How many sub units does this unit have?
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit
--------------------
unit_size_rank - The rank w.r.t. to number of subunits compared to other units of country
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit
--------------------
unit_size_rank_percentage - The rank w.r.t. to number of subunits compared to other units of country
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit
--------------------
unit_threat - How many threat does this unit have???
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit
--------------------
great_work_any_material - Checks if a great work includes a specific material
Supported Scopes: great_work
--------------------
great_work_builder - Did the specified country build this GW?
Traits: country tag/country scope
Supported Scopes: great_work
Supported Targets: country
--------------------
great_work_category - Checks if a great work has a specific category
Supported Scopes: great_work
--------------------
great_work_min_effect_tier - compare a value to the great work's lowest effect tier level
Traits: <, <=, =, !=, >, >=
Supported Scopes: great_work
--------------------
great_work_only_material - Checks if a great work is made of one specific material
Supported Scopes: great_work
--------------------
is_ancient_wonder - is this great work an ancient wonder?
Traits: yes/no
Supported Scopes: great_work
--------------------
age - is the character old/young enough?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
any_character_treasure - Iterate through all character heirlooms
any_character_treasure = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: character
Supported Targets: treasure
--------------------
any_character_unit - units commanded by a character
any_character_unit = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: character
Supported Targets: unit
--------------------
any_child - Iterate through all children
any_child = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: character
Supported Targets: character
--------------------
any_friend - Iterate through all friends
any_friend = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: character
Supported Targets: character
--------------------
any_governor_state - Iterate through all states a governor is governor of
any_governor_state = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: character
Supported Targets: state
--------------------
any_holdings - Iterate through all holdings of a character
any_holdings = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: character
Supported Targets: province
--------------------
any_parent - Checks if any parent meets the specified criteria
any_parent = { triggers }
Supported Scopes: character
--------------------
any_rival - Iterate through all Rivals
any_rival = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: character
Supported Targets: character
--------------------
any_sibling - Iterate through all siblings
any_sibling = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: character
Supported Targets: character
--------------------
any_support_as_heir - Iterate through all supportasHeir
any_support_as_heir = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: character
Supported Targets: character
--------------------
boni_party_conviction - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
can_add_entire_loyalty_bonus - Checks if value for loyalty type can be added without passing the types limit for the given scripted modifier.
Traits: class CLoyaltyTypeDatabase key
Supported Scopes: character
--------------------
can_get_friends - Can the scope character get Friends?
Traits: yes/no
Supported Scopes: character
--------------------
can_get_rivals - Can the scope character get rivals?
Traits: yes/no
Supported Scopes: character
--------------------
can_hold_office - Can the character have this Office?
Supported Scopes: character
--------------------
character_experience - does the character have the required Experience?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
charisma - does the character have the required charisma skill level?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
corruption - does the character have the required Corruption?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
current_party_conviction - does the character have the required conviction for its party?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
days_since_last_victory - checks the days since last victory on the battlefield.
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
democratic_party_conviction - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
fertility - does the character have the required fertility?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
finesse - does the character have the required finesse skill level?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
from_ruler_family - Is the scope character same family as ruler ?
Traits: yes/no
Supported Scopes: character
--------------------
has_ambition - Does the character have this Ambition?
Supported Scopes: character
--------------------
has_any_office - does the characer have an office or not?
Traits: yes/no
Supported Scopes: character
--------------------
has_character_modifier - does the character have a specific modifier
Supported Scopes: character
--------------------
has_culture - Does the character have this culture?
Traits: culture db key/culture scope
Supported Scopes: character
Supported Targets: culture
--------------------
has_culture_group - Does the character have this culture group?
Supported Scopes: character
--------------------
has_father - does the character have a valid living father?
Traits: yes/no
Supported Scopes: character
--------------------
has_holding_in - doess the character have a holding in the target province?
Traits: province id/province scope
Supported Scopes: character
Supported Targets: province
--------------------
has_job - does the character have a valid Job?
Traits: yes/no
Supported Scopes: character
--------------------
has_loyalty - Checks where a character has a certain loyalty modifier. has_loyalty = X
X is a scripted modifier name.
Traits: class CLoyaltyTypeDatabase key
Supported Scopes: character
--------------------
has_mother - does the character have a valid living mother?
Traits: yes/no
Supported Scopes: character
--------------------
has_nickname - Does the scope character have a nickname?
Traits: yes/no
Supported Scopes: character
--------------------
has_office - Does the character have this Office?
Supported Scopes: character
--------------------
has_religion - Does the character have this religion?
Traits: class CReligionDatabase key/religion scope
Supported Scopes: character
Supported Targets: religion
--------------------
has_same_culture_as - Does the character have the same culture as the target?
Traits: character scope
Supported Scopes: character
Supported Targets: character
--------------------
has_same_culture_group_as - Does the character have the same culture group as the target?
Traits: character scope
Supported Scopes: character
Supported Targets: character
--------------------
has_same_family - Does the character belong to the same family as the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character
--------------------
has_same_religion_as - Does the character have the same religion as the target?
Traits: character scope
Supported Scopes: character
Supported Targets: character
--------------------
has_tech_office - Is the scope character in a tech office?
Traits: yes/no
Supported Scopes: character
--------------------
has_tech_office_of - Does the character have this trait?
Supported Scopes: character
--------------------
has_trait - Does the character have this trait?
Supported Scopes: character
--------------------
has_triggered_character_modifier - does the character have a specific triggered modifier
Supported Scopes: character
--------------------
health - does the character have the required Health?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
highest_skill - Is the skill the highest skill of the character? True even when there are multiple skills with the same highest value.
Supported Scopes: character
--------------------
in_command - Is the scope character a InCommand?
Traits: yes/no
Supported Scopes: character
--------------------
is_admiral - Is the scope character a Admiral?
Traits: yes/no
Supported Scopes: character
--------------------
is_adult - Is the scope character adult?
Traits: yes/no
Supported Scopes: character
--------------------
is_alive - is the character alive or dead?
Traits: yes/no
Supported Scopes: character
--------------------
is_at_location - Is the character currently in the target province?
Traits: province id/province scope
Supported Scopes: character
Supported Targets: province
--------------------
is_at_same_location - Is the character currently in the same province as the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character
--------------------
is_banished - is the character banished
Traits: yes/no
Supported Scopes: character
--------------------
is_bastard - Is the scope character a bastard?
Traits: yes/no
Supported Scopes: character
--------------------
is_child_of - Is the character a child of the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character
--------------------
is_clan_chief - Is the scope character a ClanChief?
Traits: yes/no
Supported Scopes: character
--------------------
is_close_relative - Is the character a close relative (Child, Parent, Sibling/Half-sibling, Nephew/Niece, Aunt/Uncle, Grandparent or Grandchild) of the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character
--------------------
is_co_ruler - Is the scope character a co-ruler?
Traits: yes/no
Supported Scopes: character
--------------------
is_courtier - Is the scope character Courtier (without title / job)?
Traits: yes/no
Supported Scopes: character
--------------------
is_deified - Checks if a character has been deified
Traits: yes/no
Supported Scopes: character
--------------------
is_female - Is the scope character female?
Traits: yes/no
Supported Scopes: character
--------------------
is_friend - Is the target character alive?
Traits: character scope
Supported Scopes: character
Supported Targets: character
--------------------
is_general - Is the scope character a General?
Traits: yes/no
Supported Scopes: character
--------------------
is_governor - Is the scope character a Governor?
Traits: yes/no
Supported Scopes: character
--------------------
is_head_of_family - Is the scope character a head of a family?
Traits: yes/no
Supported Scopes: character
--------------------
is_leader_of_party - does the character lead the specific party?
Traits: party scope
Supported Scopes: character
Supported Targets: party
--------------------
is_leader_of_party_type - does the character lead the specific party type?
Traits: class CPartyTypeDataBase key
Supported Scopes: character
--------------------
is_male - Is the scope character male?
Traits: yes/no
Supported Scopes: character
--------------------
is_married - Is the scope character married?
Traits: yes/no
Supported Scopes: character
--------------------
is_mercenary - Is the scope character Mercenary?
Traits: yes/no
Supported Scopes: character
--------------------
is_minor_character - Does the scope belong to a minor family or not
Traits: yes/no
Supported Scopes: character
--------------------
is_parent_of - Is the character a parent of the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character
--------------------
is_party_leader - Is the scope character a PartyLeader?
Traits: yes/no
Supported Scopes: character
--------------------
is_pregnant - is the character pregnant?
Traits: yes/no
Supported Scopes: character
--------------------
is_pretender - is the character Pretender or dead?
Traits: yes/no
Supported Scopes: character
--------------------
is_previous_ruler - Is the scope character a previous ruler?
Traits: yes/no
Supported Scopes: character
--------------------
is_primary_heir - Is the scope character a PrimaryHeir?
Traits: yes/no
Supported Scopes: character
--------------------
is_rival - Is the target character alive?
Traits: character scope
Supported Scopes: character
Supported Targets: character
--------------------
is_ruler - Is the scope character a ruler?
Traits: yes/no
Supported Scopes: character
--------------------
is_same_gender - Is the character same gender as the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character
--------------------
is_same_party_as - Is the character same Party as the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character
--------------------
is_sibling_of - Is the character a sibling of the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character
--------------------
is_spouse_of - Is the character a spouse of the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character
--------------------
is_successor - is the character a successor?
Traits: yes/no
Supported Scopes: character
--------------------
loyalty - does the character have the required Loyalty?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
martial - does the character have the required martial skill level?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
num_character_treasures - does the character have a required amount of treasures?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
num_holdings_owned - how many holdings does the character have?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
num_loyal_cohorts - does the character have the required number of loyal cohorts?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
num_loyal_veterans - does the character have the required number of loyal Veterans?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
num_of_children - number of children of character?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
num_of_friends - number of Friends of character?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
num_of_rivals - number of Rivals of character?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
num_of_supporters - checks amount of supporters as heir.
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
number_of_health_traits - does the character have required amount of personality traits?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
number_of_military_traits - does the character have required amount of military traits?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
number_of_personality_traits - does the character have required amount of personality traits?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
number_of_status_traits - does the character have required amount of personality traits?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
number_of_traits - does the character have this many traits?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
oligarchic_party_conviction - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
optimates_party_conviction - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: character
--------------------
party - Does the character belong to this party?
Traits: party scope
Supported Scopes: character
Supported Targets: party
--------------------
party_type - Does the character belong to this party?
Traits: class CPartyTypeDataBase key
Supported Scopes: character
--------------------
populares_party_conviction - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: character