Reinstate_parliament = yes # Adds Parliament government mechanic, if dissolve_parliament was used to remove itĪdd_accepted_culture = # Adds an accepted culture to a countryĬhange_primary_culture = # Changes the country's primary culture. Set_legacy_government = # Non-Dharma onlyĪdopt_reform_progress = # Adopts reform progress from specified scope (not tags)ĭissolve_parliament = yes # Removes Parliament government mechanic Government_mechanic = # russian_mechanic, feudal_theocracy_mechanic, tribal_federation_mechanic, mamluk_mechanic, iqta_mechanicĪdd_government_reform = # Non-Dharma will add legacy_equivalantĬhange_government_via_reform = # Change type of governmentĬhange_government_reform_progress = # Alters government reform progress Set_government_rank = # Set the government rank, by default there are three levels Remove_country_modifier = # Removes a country modifier, if it exists, from the countryĪdd_scaled_republican_tradition = # Scales to the duration of the government's election cycleĪdd_militarised_society = # Militarization government mechanicĪdd_tribal_allegiance = # Tribal Allegiance government mechanicĬhange_government = # Changes the country's government.Ĭhange_statists_vs_monarchists = # Positive is Orangists, negative is Statists Hidden = yes # optional, hides modifier in country viewĭesc = # optional, replaces the duration part of the tooltip # Applies a defined modifier from common/event_modifiers Tooltip = # optional, defines the tooltip that appears in the country_event effect tooltip Random = # optional, days is the max additional number of days to add to the days attribute, randomize when the event fires my_namespace.1ĭays = # optional, how long to wait until the event fires after this effect is executed # Fires the event for the country if the event triggers are met. Set_country_flag = # Flag strings can be appended with scopes or event targets: = Switch_tag = # Switch the player perspective to, original country exists Hide_ambient_object = # Hide an ambient objectĬhange_tag = # Changes country tag, removing the old tagĬhange_graphical_culture = # Switches graphical culture, which determines the assets used for units, advisors, etc ![]() Show_ambient_object = # Force an ambient object to appear (if hidden in ambient_objects.txt) Save_global_event_target_as = # Persists until cleared via effect Save_event_target_as = # Persists until the event chain ends. Log = " text here" # Writes to the game.log when executed. Set_global_flag = # Defines a global flagĬlr_global_flag = # Clears a global flagĬustom_tooltip = # Displays the localized string in the effect tooltip ![]() # In the example below, the scripted effect itself would have $count$ somewhere within. # Scripted Effects can now take parameters. # They are defined in common\scripted_effects # Scripted Effects are sections of code that can be used in a macro like fashion. # Then ingame, open console and type: run my_script.txt and the effects will execute. my_script.txt, with effects defined within. ![]() # For testing, you can place text files in your mod's folder, i.e.
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