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1.10.2_triggers.log
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Trigger Documentation:
--------------------
--------------------
any_dynasty_member - Iterate through all dynasty members
any_dynasty_member = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: dynasty
Supported Targets: character
--------------------
blood_legacy_track_perks - How many perks in the lifestyle does this dynasty have?
Traits: <, <=, =, !=, >, >=
Supported Scopes: dynasty
--------------------
dynasty_can_unlock_relevant_perk - Can the scoped dynasty unlock a 'relevant' perk? Relevant meaning one that isn't the first in its track unless the dynasty has no partially filled tracks
Traits: yes/no
Supported Scopes: dynasty
--------------------
dynasty_num_unlocked_perks - does the dynasty has the required number of unlocked dynasty perks?
Traits: <, <=, =, !=, >, >=
Supported Scopes: dynasty
--------------------
dynasty_prestige - does the dynasty have the required prestige?
Traits: <, <=, =, !=, >, >=
Supported Scopes: dynasty
--------------------
dynasty_prestige_level - does the dynasty have the required prestige level?
Traits: <, <=, =, !=, >, >=
Supported Scopes: dynasty
--------------------
ep1_culture_legacy_track_perks - How many perks in the lifestyle does this dynasty have?
Traits: <, <=, =, !=, >, >=
Supported Scopes: dynasty
--------------------
ep2_activities_legacy_track_perks - How many perks in the lifestyle does this dynasty have?
Traits: <, <=, =, !=, >, >=
Supported Scopes: dynasty
--------------------
erudition_legacy_track_perks - How many perks in the lifestyle does this dynasty have?
Traits: <, <=, =, !=, >, >=
Supported Scopes: dynasty
--------------------
fp1_adventure_legacy_track_perks - How many perks in the lifestyle does this dynasty have?
Traits: <, <=, =, !=, >, >=
Supported Scopes: dynasty
--------------------
fp1_pillage_legacy_track_perks - How many perks in the lifestyle does this dynasty have?
Traits: <, <=, =, !=, >, >=
Supported Scopes: dynasty
--------------------
fp2_coterie_legacy_track_perks - How many perks in the lifestyle does this dynasty have?
Traits: <, <=, =, !=, >, >=
Supported Scopes: dynasty
--------------------
fp2_urbanism_legacy_track_perks - How many perks in the lifestyle does this dynasty have?
Traits: <, <=, =, !=, >, >=
Supported Scopes: dynasty
--------------------
glory_legacy_track_perks - How many perks in the lifestyle does this dynasty have?
Traits: <, <=, =, !=, >, >=
Supported Scopes: dynasty
--------------------
guile_legacy_track_perks - How many perks in the lifestyle does this dynasty have?
Traits: <, <=, =, !=, >, >=
Supported Scopes: dynasty
--------------------
has_dynasty_modifier - Does the scoped dynasty have a given modifier
has_dynasty_modifier = name
Supported Scopes: dynasty
--------------------
has_dynasty_modifier_duration_remaining - Does the scoped dynasty have the duration remaining on a given modifier
has_dynasty_modifier_duration_remaining = name
Supported Scopes: dynasty
--------------------
has_dynasty_perk - Does the dynasty have this dynasty perk? has_dynasty_perk = key
Supported Scopes: dynasty
--------------------
kin_legacy_track_perks - How many perks in the lifestyle does this dynasty have?
Traits: <, <=, =, !=, >, >=
Supported Scopes: dynasty
--------------------
law_legacy_track_perks - How many perks in the lifestyle does this dynasty have?
Traits: <, <=, =, !=, >, >=
Supported Scopes: dynasty
--------------------
warfare_legacy_track_perks - How many perks in the lifestyle does this dynasty have?
Traits: <, <=, =, !=, >, >=
Supported Scopes: dynasty
--------------------
any_activity_phase_location - Iterate through all province locations of the phases of the activity, optionally limited to unique locations.
any/every/random_activity_phase_location {
unique = yes/no
}
any_activity_phase_location = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: activity
Supported Targets: province
--------------------
any_activity_phase_location_future - Iterate through all future province locations of the phases of the activity, optionally limited to unique locations. ('future' does not include any started phase)
any/every/random_activity_phase_location_future {
unique = yes/no
}
any_activity_phase_location_future = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: activity
Supported Targets: province
--------------------
any_activity_phase_location_past - Iterate through all past province locations of the phases of the activity, optionally limited to unique locations. ('past' only includes ended phases)
any/every/random_activity_phase_location_future {
unique = yes/no
}
any_activity_phase_location_past = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: activity
Supported Targets: province
--------------------
any_attending_character - Iterate through all characters attending an activity.
Invited guests that have not accepted/declined yet are not part of this list.
Supports an optional state the character must be in.
any_attending_character = { state = travel/passive/active }
any_attending_character = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: activity
Supported Targets: character
--------------------
any_guest_subset - any/every/random_guest_subset = {
name = <subset_key>
phase = <phase_key> # Optional
}
Iterates through characteres within the specified subset for past, current and
future phases. If phase is specified it will only iterate through characters
subsets of that particular phase type.
any_guest_subset = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: activity
Supported Targets: character
--------------------
any_guest_subset_current_phase - any/every/random_guest_subset_current_phase = {
name = <subset_key>
}
Iterates through characteres within the specified subset of the current phase.
any_guest_subset_current_phase = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: activity
Supported Targets: character
--------------------
any_invited_character - Iterate through all characters invited to an activity. Once they accept/decline, they are removed from this list.
any_invited_character = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: activity
Supported Targets: character
--------------------
any_special_guest - Iterate through all special guests of an activity.
any_special_guest = { ... }
any_special_guest = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: activity
Supported Targets: character
--------------------
has_active_locale - Does the scoped activity have the designated locale active?
has_active_locale = locale_key
Supported Scopes: activity
--------------------
has_activity_option - has_activity_option = { category = key option = key }
Does the scoped activity have the option in the given category active
Supported Scopes: activity
--------------------
has_activity_type - has_activity_type = key
Does the scoped activity have the given activity type
Traits: class CActivityTypeDatabase key
Supported Scopes: activity
Supported Targets: activity_type
--------------------
has_current_phase - has_current_phase = key
Does the scoped activity have the given phase active
Supported Scopes: activity
--------------------
has_phase - Check if a phase exists on this activity. You can search for just a type directly, or a complex trigger with only `type`, `location` or both.
has_phase = name_of_phase
has_phase = {
type = name_of_phase
location = scope:province
}
Supported Scopes: activity
--------------------
has_phase_future - Check if a past phase exists on this activity. You can search for just a type directly, or a complex trigger with only `type`, `location` or both.
has_phase = name_of_phase
has_phase = {
type = name_of_phase
location = scope:province
}
Supported Scopes: activity
--------------------
has_phase_past - Check if a past phase exists on this activity. You can search for just a type directly, or a complex trigger with only `type`, `location` or both.
has_phase = name_of_phase
has_phase = {
type = name_of_phase
location = scope:province
}
Supported Scopes: activity
--------------------
is_activity_complete - Check if the current activity is completed or not, this doesn't have much use for content since we delete an activity as soon as we can, but in multiplayer it exists until everyone stops viewing it so we use this to cancel some delayed events
is_activity_complete = yes/no
Traits: yes/no
Supported Scopes: activity
--------------------
is_current_phase_active - Check if the current activity phase is in the active state (else it is in the passive state)
is_current_phase_active = yes/no
Traits: yes/no
Supported Scopes: activity
--------------------
is_open_invite_activity - Check if the scoped activity is an open invite activity
is_open_invite_activity = yes/no
Traits: yes/no
Supported Scopes: activity
--------------------
is_required_special_guest - Is the target character a required special guest in the scoped activity.
is_required_special_guest = character
Supported Scopes: activity
--------------------
is_special_guest - Is the target character a special guest in the scoped activity, optionally for a specific type.
is_special_guest = character
is_special_guest = { target = character type = key }
Supported Scopes: activity
--------------------
num_future_phases - The number of future phases for the scoped activity.
num_future_phases > 5
Traits: <, <=, =, !=, >, >=
Supported Scopes: activity
--------------------
num_past_phases - The number of past phases for the scoped activity.
num_past_phases > 5
Traits: <, <=, =, !=, >, >=
Supported Scopes: activity
--------------------
num_phases - The number total number of planned phases for the scoped activity.
num_phases > 5
Traits: <, <=, =, !=, >, >=
Supported Scopes: activity
--------------------
any_culture_county - Iterate through all counties of the culture
any_culture_county = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: culture
Supported Targets: landed_title
--------------------
any_culture_duchy - Iterate through all duchies of the culture (duchies with at least one county of the culture
any_culture_duchy = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: culture
Supported Targets: landed_title
--------------------
any_culture_empire - Iterate through all empires of the culture (empires with at least one county of the culture
any_culture_empire = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: culture
Supported Targets: landed_title
--------------------
any_culture_kingdom - Iterate through all kingdoms of the culture (kingdoms with at least one county of the culture
any_culture_kingdom = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: culture
Supported Targets: landed_title
--------------------
any_parent_culture - Iterate through all parent cultures
any_parent_culture = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: culture
Supported Targets: culture
--------------------
any_parent_culture_or_above - Iterate through all parent cultures or above
any_parent_culture_or_above = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: culture
Supported Targets: culture
--------------------
any_tradition - Iterate through all traditions of the given culture
any_tradition = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: culture
Supported Targets: culture_tradition
--------------------
can_get_innovation_from - Get random applicable innovation from another culture
Supported Scopes: culture
--------------------
cultural_acceptance - The cultural acceptance of the scoped culture with the target culture
cultural_acceptance = { target = culture value > 50 }
Traits: <, <=, =, !=, >, >=
Supported Scopes: culture
--------------------
culture_age - Checks the age of the scope culture in years. If the culture has no creation date set, this will simply return the current year
culture_age >= 200
Traits: <, <=, =, !=, >, >=
Supported Scopes: culture
--------------------
culture_number_of_counties - How many counties are there of this culture?
culture_number_of_counties > 10
Traits: <, <=, =, !=, >, >=
Supported Scopes: culture
--------------------
culture_overlaps_geographical_region - Checks if any county with this culture is in the given geographical region
Supported Scopes: culture
--------------------
free_tradition_slot - How many free tradition slot are in the scoped culturescope:culture = { free_tradition_slot > 1 }
Traits: <, <=, =, !=, >, >=
Supported Scopes: culture
--------------------
has_all_innovations - Has the culture discovered all innovations matching the filter?
has_all_innovations = {
with_flag = flag_name # innovation matches if it has the flag; optional
without_flag = flag_name # innovation matches if it does not have the flag; optional
culture_era = era_key # innovation matches if it is from the era; optional
}
Supported Scopes: culture
--------------------
has_building_gfx - Does the culture have this building gfx?
<culture> = { has_building_gfx = mena_building_gfx }
Supported Scopes: culture
--------------------
has_clothing_gfx - Does the culture have this clothing gfx?
<culture> = { has_building_gfx = mena_clothing_gfx }
Supported Scopes: culture
--------------------
has_coa_gfx - Does the culture have this CoA gfx?
<culture> = { has_building_gfx = mena_coa_gfx }
Supported Scopes: culture
--------------------
has_cultural_era_or_later - Has this culture achieved specified era<culture> = { has_cultural_era_or_later = culture_era_early_medieval }
Supported Scopes: culture
--------------------
has_cultural_parameter - Does the culture have this cultural parameter?
<culture> = { has_cultural_parameter = name }
Supported Scopes: culture
--------------------
has_cultural_pillar - Does the culture have this cultural pillar?
<culture> = { has_cultural_pillar = name }
Supported Scopes: culture
--------------------
has_cultural_tradition - Does the culture have this cultural tradition scope?
<culture> = { has_cultural_tradition = scope:traditon }
Traits: class CCultureTraditionDatabase key
Supported Scopes: culture
Supported Targets: culture_tradition
--------------------
has_innovation - Have the culture discovered this innovation?
Supported Scopes: culture
--------------------
has_innovation_flag - Has the culture discovered an innovation with this flag? has_innovation_flag = flag
Supported Scopes: culture
--------------------
has_name_list - Does the culture have this name list?
<culture> = { has_name_list = name }
Supported Scopes: culture
--------------------
has_primary_name_list - Does the culture have this name list as its first name list?
<culture> = { has_primary_name_list = name }
Supported Scopes: culture
--------------------
has_same_culture_ethos - Does the culture have the same ethos as the target?
Traits: culture scope
Supported Scopes: culture
Supported Targets: culture
--------------------
has_same_culture_heritage - Does the culture have the same heritage as the target?
Traits: culture scope
Supported Scopes: culture
Supported Targets: culture
--------------------
has_same_culture_language - Does the culture have the same language as the target?
Traits: culture scope
Supported Scopes: culture
Supported Targets: culture
--------------------
has_same_culture_martial_tradition - Does the culture have the same martial tradition as the target?
Traits: culture scope
Supported Scopes: culture
Supported Targets: culture
--------------------
has_unit_gfx - Does the culture have this unit gfx?
<culture> = { has_unit_gfx = mena_unit_gfx }
Supported Scopes: culture
--------------------
is_divergent_culture - Checks if the scope culture was created by diverging from a single parent culture and returns yes if true or no if false.
is_divergent_culture = yes
Traits: yes/no
Supported Scopes: culture
--------------------
is_hybrid_culture - Checks if the scope culture was created from a hybridization of two cultures and returns yes if true or no if false.
is_hybrid_culture = yes
Traits: yes/no
Supported Scopes: culture
--------------------
num_discovered_innovations - Does the culture have the required number of discovered innovations?
num_discovered_innovations > 20
Traits: <, <=, =, !=, >, >=
Supported Scopes: culture
--------------------
num_discovered_innovations_in_era - Does the scoped culture have the required number of active discovered innovations in the specified era?
num_discovered_innovations_in_era = {
era = culture_era_early_medieval
value > 5
}
num_discovered_innovations_in_era:culture_era_early_medieval > 15
num_discovered_innovations_in_era:culture_era_early_medieval > scope:target_culture.num_discovered_innovations_in_era:culture_era_early_medieval
Traits: <, <=, =, !=, >, >=
Supported Scopes: culture
--------------------
any_memory_participant - Iterate through all participating character of a memory
any_memory_participant = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: character_memory
Supported Targets: character
--------------------
has_memory_category - has_memory_category = happy
Does the character memory have this memory category?
Supported Scopes: character_memory
--------------------
has_memory_participant - has_memory_participant = character
Does the character memory have this target character as a participant?
Traits: character scope
Supported Scopes: character_memory
Supported Targets: character
--------------------
has_memory_type - has_memory_type = battle
Does the character memory have this memory type?
Supported Scopes: character_memory
--------------------
is_memory_of_travel - Is the scoped memory a memory of a specific travel plan? is_memory_of_travel = travel_plan
Traits: travel_plan scope
Supported Scopes: character_memory
Supported Targets: travel_plan
--------------------
memory_age_years - How many years since the memory was created (rounded down).
Traits: <, <=, =, !=, >, >=
Supported Scopes: character_memory
--------------------
memory_creation_date - Date when the memory was created.
Traits: <, =, > valid date
Supported Scopes: character_memory
--------------------
memory_end_date - Date when the memory will be forgotten. (this may change over time)
Traits: <, =, > valid date
Supported Scopes: character_memory
--------------------
any_house_claimed_artifact - Iterate through all claimed artifacts of the scoped house
any_house_claimed_artifact = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: dynasty_house
Supported Targets: artifact
--------------------
any_house_member - Iterate through all house members
any_house_member = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: dynasty_house
Supported Targets: character
--------------------
has_house_artifact_claim - Does the scoped dynasty house have a personal claim on the target artifact
Traits: artifact scope
Supported Scopes: dynasty_house
Supported Targets: artifact
--------------------
has_house_modifier - Does the scoped house have a given modifier
has_house_modifier = name
Supported Scopes: dynasty_house
--------------------
has_house_modifier_duration_remaining - Does the scoped house have the duration remaining on a given modifier
has_house_modifier_duration_remaining = name
Supported Scopes: dynasty_house
--------------------
can_fire_position - Check if the scope task's councillor can be fired. Will check both can_fire and things like it being illegal to reassing the position
scope:task = { position_can_be_fired = yes }
Traits: yes/no
Supported Scopes: council_task
--------------------
any_secret_knower - Iterate through all characters who know the secret
any_secret_knower = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: secret
Supported Targets: character
--------------------
any_secret_participant - Iterate through participants in a secret
any_secret_participant = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: secret
Supported Targets: character
--------------------
can_be_exposed_by - can the scope secret be exposed by the target character? can_be_exposed_by = target
Traits: character target
Supported Scopes: secret
--------------------
is_criminal_for - is this secret criminal for the target participant? is_criminal_for = <character>
Traits: character scope
Supported Scopes: secret
Supported Targets: character
--------------------
is_known_by - is the scope secret known by the target character?
Traits: character target
Supported Scopes: secret
--------------------
is_shunned_for - is this secret shunned for the target participant? is_shunned_for = <character>
Traits: character scope
Supported Scopes: secret
Supported Targets: character
--------------------
is_shunned_or_criminal_for - is this secret shunned or criminal for the target participant? is_shunned_or_illegal_for = <character>
Traits: character scope
Supported Scopes: secret
Supported Targets: character
--------------------
is_spent_by - has the scope secret been spent by the target character? is_spent_by = target
Traits: character target
Supported Scopes: secret
--------------------
local_player_knows_this_secret - Does the local player have knowledge about the secret?
An interface trigger, can only be used in specific places
Traits: yes/no
Supported Scopes: secret
--------------------
same_secret_type_as - Is the scope secret of the same type as the target secret?
same_secret_type_as = scope:some_secret
Traits: secret scope
Supported Scopes: secret
Supported Targets: secret
--------------------
secret_type - Is the scope secret of the specified type?
Supported Scopes: secret
--------------------
any_faith - Iterate through all faiths within a religion
any_faith = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: religion
Supported Targets: faith
--------------------
is_in_family - Is the scoped faith in a given religious family
is_in_family = abrhamic
Supported Scopes: religion
--------------------
army_is_moving - is this army moving?
Traits: yes/no
Supported Scopes: army
--------------------
army_max_size - what size is this army's max size?
Traits: <, <=, =, !=, >, >=
Supported Scopes: army
--------------------
army_size - what size is this army?
Traits: <, <=, =, !=, >, >=
Supported Scopes: army
--------------------
can_disband_army - Can we disband this army?
Traits: yes/no
Supported Scopes: army
--------------------
is_army_in_combat - Is the scoped army in combat?
Traits: yes/no
Supported Scopes: army
--------------------
is_army_in_raid - Is the scoped army in a raid (this includes a raid interrupted by combat)?
Traits: yes/no
Supported Scopes: army
--------------------
is_army_in_siege - Is the scoped army in a siege (this includes a siege interrupted by combat)?
Traits: yes/no
Supported Scopes: army
--------------------
is_army_in_siege_relevant_for - Is the scoped army in a siege that is relevant to the target character?
is_army_in_siege_relevant_for = scope:character
Traits: character scope
Supported Scopes: army
Supported Targets: character
--------------------
is_raid_army - Is the scoped army a raid army?
Traits: yes/no
Supported Scopes: army
--------------------
raid_loot - How much raid loot is the army carrying?
Traits: <, <=, =, !=, >, >=
Supported Scopes: army
--------------------
total_army_damage - What is the army's total damage stat in its current location?
Traits: <, <=, =, !=, >, >=
Supported Scopes: army
--------------------
total_army_pursuit - What is the army's total pursuit stat in its current location?
Traits: <, <=, =, !=, >, >=
Supported Scopes: army
--------------------
total_army_screen - What is the army's total screen stat in its current location?
Traits: <, <=, =, !=, >, >=
Supported Scopes: army
--------------------
total_army_siege_value - What is the army's total siege value stat in its current location?
Traits: <, <=, =, !=, >, >=
Supported Scopes: army
--------------------
total_army_toughness - What is the army's total toughness stat in its current location?
Traits: <, <=, =, !=, >, >=
Supported Scopes: army
--------------------
any_entourage_character - Iterate through all characters travelling along with the travel plan owner. Includes travel leader, but not the travel plan owner.
any_entourage_character = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: travel_plan
Supported Targets: character
--------------------
any_future_path_location - Iterate through all provinces this travel plan has in its route.
any_future_path_location = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: travel_plan
Supported Targets: province
--------------------
any_visited_location - Iterate through all provinces this travel plan has arrived at so far.
any_visited_location = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: travel_plan
Supported Targets: province
--------------------
can_cancel - Can this travel plan be cancelled? (associated activity might disallow it)
Traits: yes/no
Supported Scopes: travel_plan
--------------------
current_danger_value - Danger value of the current province the travel plan is in (-100.0 to +100.0).
Traits: <, <=, =, !=, >, >=
Supported Scopes: travel_plan
--------------------
days_travelled - Total number of days since this travel plan started.
Traits: <, <=, =, !=, >, >=
Supported Scopes: travel_plan
--------------------
departure_date - Compare the date the travel plan started.
Traits: <, =, > valid date
Supported Scopes: travel_plan
--------------------
final_destination_arrival_date - Estimation date of arrival at the final destination
Traits: <, =, > valid date
Supported Scopes: travel_plan
--------------------
final_destination_arrival_days - Estimation of days until we arrive at the final destination?
Traits: <, <=, =, !=, >, >=
Supported Scopes: travel_plan
--------------------
final_destination_progress - Time progress (0.0 - 1.0) towards the final destination of the travel plan, compared to departure date from the very start of the Travel Plan.
Traits: <, <=, =, !=, >, >=
Supported Scopes: travel_plan
--------------------
has_travel_option - Does the travel plan have this travel option active?
<travel_plan> = { has_travel_option = name }
Supported Scopes: travel_plan
--------------------
has_travel_plan_modifier - Does the scoped travel plan have a given modifier
has_travel_plan_modifier = name
Supported Scopes: travel_plan
--------------------
is_aborted - Is this travel plan aborted?
Traits: yes/no
Supported Scopes: travel_plan
--------------------
is_cancelled - Is this travel plan cancelled? (manually stopped, and rerouted home)
Traits: yes/no
Supported Scopes: travel_plan
--------------------
is_completed - Is this travel plan completed? (finished by arrival at final destination)
Traits: yes/no
Supported Scopes: travel_plan
--------------------
is_paused - Is this travel plan paused?
Traits: yes/no
Supported Scopes: travel_plan
--------------------
next_destination_arrival_date - Estimation date of arrival at the next destination
Traits: <, =, > valid date
Supported Scopes: travel_plan
--------------------
next_destination_arrival_days - Estimation of days until we arrive at the next destination
Traits: <, <=, =, !=, >, >=
Supported Scopes: travel_plan
--------------------
next_destination_progress - Time progress (0.0 - 1.0) towards the next destination of the travel plan, compared to departure date of the previous destination.
Traits: <, <=, =, !=, >, >=
Supported Scopes: travel_plan
--------------------
num_entourage_characters - Size of the travel plan entourage.
Traits: <, <=, =, !=, >, >=
Supported Scopes: travel_plan
--------------------
num_options - Number of travel options selected.
Traits: <, <=, =, !=, >, >=
Supported Scopes: travel_plan
--------------------
travel_safety - Gets the current travel safety for travel
Traits: <, <=, =, !=, >, >=
Supported Scopes: travel_plan
--------------------
travel_speed - Gets the current travel speed for travel (percentage points above 100%)
Traits: <, <=, =, !=, >, >=
Supported Scopes: travel_plan
--------------------
was_activity_completed - If there is/was an activity attached to this travel plan, was it completed?
Traits: yes/no
Supported Scopes: travel_plan
--------------------
was_activity_invalidated - If there is/was an activity attached to this travel plan, was it invalidated?
Traits: yes/no
Supported Scopes: travel_plan
--------------------
any_defensive_great_holy_wars - Iterate through all great holy wars this faith is defending against
any_defensive_great_holy_wars = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: faith
Supported Targets: ghw
--------------------
any_faith_character - Iterate through characters of the scoped faith
any_faith_character = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: faith
Supported Targets: character
--------------------
any_faith_holy_order - Iterate through all holy orders of the faith
any_faith_holy_order = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: faith
Supported Targets: holy_order
--------------------