Now for the sake of showing all the options available here, I am going to add in a pair of exclusions. The first is ExcludedAncillaries, which prevents your general from gaining this new retinue member if they already have the ancillaries listed there. The second is ExcludeCultures, which prevents the listed cultures from gaining this ancillary. In this case, Kybele is the Queen of the Heavens and the Earth, and being an all-around righteous girl she cannot abide perversions of justice. So her priestess will not play with a Crooked Judge. Likewise, Kybele was imported to Rome near the end of the Punic Wars, and (according to her publicity machine) gave Rome victory. Hence no Carthaginian may have her priestesses as retinue members.
To use these first You have to press [] during game play to display the console window. Then, enter one of the following codes to activate the corresponding cheat function: ? - Display help for desired commandgamestop or bestbuy - 10% cheaper units in campaign modeoliphaunt - 40% bigger elephants in campaign modeshow_battle_paths - Show all valid processed paths in pathfindershow_battle_paths_for_unit - Show all valid processed paths in pathfinder for specific unit given a unit IDshow_battle_street_plan - Show the street plan for the settlementshow_battle_marker - Display a marker at x, y for t secondsshow_battle_circle - Display a circle at x, y of r radius for t secondsjericho - Walls fall down in siege in battle map modeadd_money 20000 - Increase money by 20,0001add_population - Add population to indicated cityauto_win - Attacker or defender automatically wins next auto resolved battle.create_unit - Creates a unit in the selected settlement or characters army with the stats you inputtoggle_fow - Toggle fog of warseason - Change seasoncapture_settlement - Capture indicated citytoggle_tow - Toggle tabbed output window displaytoggle_restrictcam - Toggle camera restrictionsgive_ancillary - Give character an ancillarycharacter_reset - Reset character to start of turn settingsshow_cursorstat - Show cursor position and region IDtoggle_terrain - Toggle the terrain to display various data sets; no parameter resets to normalgive_trait_points - Give character points for traitlist_ancillaries - List all available ancillariesmp - Give the character movement pointslist_characters - List all characters in the world or those belonging to a factionshow_landings - Show landing positions available to the AI from a given region; default hides themfilter_coastlines - Apply filter to world map coastlinestoggle_coastlines - Toggle strategy map coastline displayset_building_health - Set health of building of the specified type in a settlementai_turn_speed - Set maximum speed of turn processing during AI roundamdb_min - Set aerial map overlay depth bias for minimum zoomamdb_max - Set aerial map overlay depth bias for maximum zoomamdb_offset - Set aerial map overlay offset towards cameraoutput_unit_positions - Output positions of all units in the battle to the specified filekill_faction - Remove faction from the gamediplomacy_mission - Create diplomacy missionevent - create event at positioncontrol - Switch player control to specified faction; old faction may not act correctly as AI factioncreate_building - Create building of the specified type in a settlementdisable_ai - Disable AIhalt_ai - Halts turn sequence before the start of the specified faction's turn (the current faction if no faction given)run_ai - Restarts an AI turn sequencezoom - Zoom to specified aerial map zoomset_ranking_interval - Set denominator of the faction ranking graph interval (calculated as number_of_turns divided by denominator); if 0, then denominator will be set to number_of_turns for an interval of 1regenerate_radar - Regenerate radaradjust_sea_bed - Adjust sea bed to specified heightreload_shaders - Reload all vertex shadersreload_textures - Reload all texturestoggle_game_update - Firetoggle_perfect_spy - Toggle everyone's spying ability to perfect and infinite rangebuilding_debug - Toggle building debug modereset_display - Force display reset cycletoggle_underlay - Toggle underlaytoggle_overlay - Toggle overlaydiplomatic_stance - Set diplomatic stance between the two factionstest_ancillary_localisation - Add all ancillary to the character info displayperf_times - Toggle display of simple performance times of game update vs. displayburn_piggies_burn - Ignite all piggy winkstest_message - Test the event message specified in descr_event_enums.txtshow_terrain_lines - Display defensive terrain featuresmessage_collation_set - Toggle message collation (sets all factions)show_all_messages - Toggle show all messages to all factionsclear_messages - Clear all stacked messagesreapply_rigid_model_influence - Unknowntoggle_flowing_water - Toggle display of campaign map flowing waternw_stats - Toggle display of network statstoggle_pr - Toggle pr modelist_units - List all units in an armyvictory - Show victory message for faction for short or long campaigntrigger_advice - Trigger advicedamage_wall - Damage wall of settlementtest_victory_scroll - Open victory scroll declaring that the given faction is the victorupgrade_effect - Trigger unit upgrade effectforce_battle_victory - Force local player's alliance to win the battleforce_battle_defeat - Force local player's alliance to lose the battlegive_trait - Give character the trait at indicated levelprocess_cq - Complete all building in construction queue; can only be used onceprocess_rq - Complete all military units in recruitment queue; can only be used oncelist_traits - Lists all traitsmove_character - Move indicated character to desired coordinatesgive_trait_points - Give points for indicated character's traitforce_diplomacy - Force opponent to accept diplomatic proposalinvulnerable_general - General invincibile in combatdate - Changes datekill_character - Kill indicated character
rome total war ancillary list
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Function Name: campaign_modelInterface: MODEL_SCRIPT_INTERFACEDescription: Access the model in the eventFunction Name: dilemmaInterface: NONEDescription: Access the key of the dilemma in the eventGovernorAssignedCharacterEventFunction Name: provinceInterface: GOVERNOR_ASSIGNED_CHARACTER_EVENTDescription: Access the province in which the governor was assignedFunction Name: regionInterface: GOVERNOR_ASSIGNED_CHARACTER_EVENTDescription: Access the region in which the governor was assignedCharacterCreatedFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventCharacterTurnStartFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventDilemmaIssuedFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventFunction Name: campaign_modelInterface: MODEL_SCRIPT_INTERFACEDescription: Access the model in the eventFunction Name: dilemmaInterface: NONEDescription: Access the key of the dilemma in the eventCharacterTurnEndFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventGovernorshipTaxRateChangedFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventSlotSelectedFunction Name: garrison_residenceInterface: GARRISON_RESIDENCE_SCRIPT_INTERFACEDescription: Access the garrison residence in the eventTradeNodeConnectedFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventCharacterGarrisonTargetEventFunction Name: garrison_residenceInterface: GARRISON_RESIDENCE_SCRIPT_INTERFACEDescription: Access the target garrison in the eventFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventScriptedCharacterUnhiddenFailedFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventUnitCreatedFunction Name: unitInterface: UNIT_SCRIPT_INTERFACEDescription: Access the unit in the eventRegionSlotEventFunction Name: region_slotInterface: SLOT_SCRIPT_INTERFACEDescription: Access the region slot in the eventFactionRoundStartFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventCharacterBlockadedPortFunction Name: garrison_residenceInterface: GARRISON_RESIDENCE_SCRIPT_INTERFACEDescription: Access the target garrison in the eventFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventCharacterPromotedFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventPendingBankruptcyFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventCharacterCompletedBattleFunction Name: pending_battleInterface: PENDING_BATTLE_SCRIPT_INTERFACEDescription: Get the pending battle script interfaceFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventRegionIssuesDemandsFunction Name: regionInterface: REGION_SCRIPT_INTERFACEDescription: Access the region in the eventGarrisonOccupiedEventFunction Name: garrison_residenceInterface: GARRISON_RESIDENCE_SCRIPT_INTERFACEDescription: Access the target garrison in the eventFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventCharacterMarriageFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventCharacterParticipatedAsSecondaryGeneralInBattleFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventSlotOpensFunction Name: region_slotInterface: SLOT_SCRIPT_INTERFACEDescription: Access the region slot in the eventRegionRiotsFunction Name: regionInterface: REGION_SCRIPT_INTERFACEDescription: Access the region in the eventWorldCreatedFunction Name: worldInterface: WORLD_SCRIPT_INTERFACEDescription: Access the world in the eventFactionBecomesShogunFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventCampaignCoastalAssaultOnGarrisonFunction Name: garrison_residenceInterface: GARRISON_RESIDENCE_SCRIPT_INTERFACEDescription: Access the target garrison in the eventFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventFactionLeaderSignsPeaceTreatyFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventScriptedCharacterUnhiddenFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventRegionStrikesFunction Name: regionInterface: REGION_SCRIPT_INTERFACEDescription: Access the region in the eventCharacterEntersAttritionalAreaFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventIncidentOccuredEventFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventFunction Name: campaign_modelInterface: MODEL_SCRIPT_INTERFACEDescription: Access the model in the eventFunction Name: dilemmaInterface: NONEDescription: Access the key of the incident in the eventCharacterBesiegesSettlementFunction Name: regionInterface: REGION_SCRIPT_INTERFACEDescription: Access the region besiegedUnitTrainedFunction Name: unitInterface: UNIT_SCRIPT_INTERFACEDescription: Access the unit in the eventRegionSelectedFunction Name: regionInterface: REGION_SCRIPT_INTERFACEDescription: Access the region in the eventRegionRebelsFunction Name: regionInterface: REGION_SCRIPT_INTERFACEDescription: Access the region in the eventCharacterGarrisonTargetActionFunction Name: mission_result_critial_successInterface: NONEDescription: Was the mission a critical success?Function Name: mission_result_successInterface: NONEDescription: Was the mission a success?Function Name: mission_result_opportune_failureInterface: NONEDescription: Was the mission an opportune failure?Function Name: mission_result_failureInterface: NONEDescription: Was the mission a failure?Function Name: mission_result_critial_failureInterface: NONEDescription: Was the mission a critical failure?Function Name: abilityInterface: NONEDescription: String key for the ability used (from abilities table)Function Name: attributeInterface: NONEDescription: String key for the attribute used (from attributes table)Function Name: garrison_residenceInterface: GARRISON_RESIDENCE_SCRIPT_INTERFACEDescription: Access the target garrison in the eventFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventCampaignCoastalAssaultOnCharacterFunction Name: target_characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the target character in the eventFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventRegionTurnStartFunction Name: regionInterface: REGION_SCRIPT_INTERFACEDescription: Access the region in the eventPendingBattleFunction Name: modelInterface: MODEL_SCRIPT_INTERFACEDescription: Access the model in the eventFunction Name: pending_battleInterface: PENDING_BATTLE_SCRIPT_INTERFACEDescription: Access the pending battle in the eventFactionGovernmentTypeChangedFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventMultiTurnMoveFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventLandTradeRouteRaidedFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventFirstTickAfterWorldCreatedFunction Name: worldInterface: WORLD_SCRIPT_INTERFACEDescription: Access the world in the eventTradeRouteEstablishedFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventUnitTurnEndFunction Name: unitInterface: UNIT_SCRIPT_INTERFACEDescription: Access the unit in the eventForceAdoptsStanceFunction Name: stance_adoptedInterface: NONEDescription: Access the stance adoptedFunction Name: military_forceInterface: MILITARY_FORCE_SCRIPT_INTERFACEDescription: Access the military forceResearchStartedFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventFactionBecomesLiberationVassalFunction Name: liberating_characterInterface: FACTION_SCRIPT_INTERFACEDescription: Access the character involved in the liberationFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventSeaTradeRouteRaidedFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventCharacterBecomesFactionLeaderFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventMissionFailedFunction Name: missionInterface: CAMPAIGN_MISSION_SCRIPT_INTERFACEDescription: Access the mission in the eventFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventFunction Name: campaign_modelInterface: MODEL_SCRIPT_INTERFACEDescription: Access the model in the eventClanBecomesVassalFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventCampaignArmiesMergeFunction Name: target_characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the target character in the eventFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventCharacterPerformsOccupationDecisionResettleFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventCharacterCharacterTargetActionFunction Name: mission_result_critial_successInterface: NONEDescription: Was the mission a critical success?Function Name: mission_result_successInterface: NONEDescription: Was the mission a success?Function Name: mission_result_opportune_failureInterface: NONEDescription: Was the mission an opportune failure?Function Name: mission_result_failureInterface: NONEDescription: Was the mission a failure?Function Name: mission_result_critial_failureInterface: NONEDescription: Was the mission a critical failure?Function Name: abilityInterface: NONEDescription: String key for the ability used (from abilities table)Function Name: attributeInterface: NONEDescription: String key for the attribute used (from attributes table)Function Name: agent_action_keyInterface: NONEDescription: String key for the agent actionFunction Name: target_characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the target character in the eventFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventCharacterSelectedFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventCampaignBuildingDamagedFunction Name: garrison_residenceInterface: GARRISON_RESIDENCE_SCRIPT_INTERFACEDescription: Access the garrison residence in the eventFactionTurnEndFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventResearchCompletedFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventMissionCancelledFunction Name: missionInterface: CAMPAIGN_MISSION_SCRIPT_INTERFACEDescription: Access the mission in the eventFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventFunction Name: campaign_modelInterface: MODEL_SCRIPT_INTERFACEDescription: Access the model in the eventMissionEventFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventFunction Name: campaign_modelInterface: MODEL_SCRIPT_INTERFACEDescription: Access the model in the eventGarrisonAttackedEventFunction Name: garrison_residenceInterface: GARRISON_RESIDENCE_SCRIPT_INTERFACEDescription: Access the target garrison in the eventFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventClimatePhaseChangeFunction Name: worldInterface: WORLD_SCRIPT_INTERFACEDescription: Access the world in the eventCharacterCandidateBecomesMinisterFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventCharacterDisembarksNavyFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventIncidentEventFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventFunction Name: campaign_modelInterface: MODEL_SCRIPT_INTERFACEDescription: Access the model in the eventFunction Name: dilemmaInterface: NONEDescription: Access the key of the incident in the eventCharacterPerformsActionAgainstFriendlyTargetFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventMissionStatusEventFunction Name: missionInterface: CAMPAIGN_MISSION_SCRIPT_INTERFACEDescription: Access the mission in the eventFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventFunction Name: campaign_modelInterface: MODEL_SCRIPT_INTERFACEDescription: Access the model in the eventCharacterRankUpFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventFactionEncountersOtherFactionFunction Name: other_factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the other faction in the eventCharacterPerformsOccupationDecisionLootFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventMissionNearingExpiryFunction Name: missionInterface: CAMPAIGN_MISSION_SCRIPT_INTERFACEDescription: Access the mission in the eventFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventFunction Name: campaign_modelInterface: MODEL_SCRIPT_INTERFACEDescription: Access the model in the eventFactionBeginTurnPhaseNormalFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventCampaignEffectsBundleAwardedFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventFactionLeaderIssuesEdictFunction Name: provinceInterface: NONEDescription: Access the province the edict was issued toFunction Name: initiative_keyInterface: NONEDescription: Access the initiative that was issuedCharacterComesOfAgeFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventCharacterPerformsOccupationDecisionOccupyFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventFactionLeaderDeclaresWarFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventFactionEventFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventUnitEventFunction Name: unitInterface: UNIT_SCRIPT_INTERFACEDescription: Access the unit in the eventCharacterMilitaryForceTraditionPointAllocatedFunction Name: military_forceInterface: MILITARY_FORCE_SCRIPT_INTERFACEDescription: Access the military force the tradition was assigned toFunction Name: tradition_point_spent_onInterface: NONEDescription: Access the tradition allocatedFactionAboutToEndTurnFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventFirstTickAfterNewCampaignStartedFunction Name: modelInterface: MODEL_SCRIPT_INTERFACEDescription: Access the model in the eventMissionSucceededFunction Name: missionInterface: CAMPAIGN_MISSION_SCRIPT_INTERFACEDescription: Access the mission in the eventFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventFunction Name: campaign_modelInterface: MODEL_SCRIPT_INTERFACEDescription: Access the model in the eventCharacterBuildingCompletedFunction Name: buildingInterface: BUILDING_SCRIPT_INTERFACEDescription: Access the building in the eventFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventRegionEventFunction Name: regionInterface: REGION_SCRIPT_INTERFACEDescription: Access the region in the eventFactionTurnStartFunction Name: factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the faction in the eventCharacterAttacksAllyFunction Name: target_factionInterface: FACTION_SCRIPT_INTERFACEDescription: Access the target faction in the eventFunction Name: characterInterface: CHARACTER_SCRIPT_INTERFACEDescription: Access the character in the eventBuildingCompletedFunction Name: buildingInterface: BUILDING_SCRIPT_INTERFACEDescription: Access the building in the eventFunction Name: garrison_residenceInterface: GARRISON_RESIDENCE_SCRIPT_INTERFACEDescription: Access the garrison residence in the eventUnitSelectedCampaignFunction Name: unitInterface: UNIT_SCRIPT_INTERFACEDescription: Access the unit in the eventCharacterMilitaryForceTraditionPointAvailableFunction Name: military_forceInterface: MILITARY_FORCE_SCRIPT_INTERFACEDescription: Access the military force the tradition is available toInterface FunctionsNULL_SCRIPT_INTERFACEDescription: An empty interface, returned if a requested interface doesn't exist. If function calls are made with this interface, the LUA script will failis_null_interfaceFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolWORLD_SCRIPT_INTERFACEDescription: Contains entities that exist in the game world. Examples include the region manager and faction listis_null_interfacefaction_listregion_managermodelfaction_by_keyfaction_existsancillary_existsclimate_phase_indexFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolFunction: faction_listDescription: Returns a list interface of all factionsParameters: faction_list()Return: FACTION_LIST_SCRIPT_INTERFACEFunction: region_managerDescription: Returns the region manager, which has access to all regionsParameters: region_manager()Return: REGION_MANAGER_SCRIPT_INTERFACEFunction: modelDescription: Returns the campaign modelParameters: model()Return: MODEL_SCRIPT_INTERFACEFunction: faction_by_keyDescription: Returns a faction script interface, by keyParameters: faction_by_key("rom_rome")Return: FACTION_SCRIPT_INTERFACEFunction: faction_existsDescription: Returns if a faction exists in the game, by keyParameters: faction_exists("rom_rome")Return: boolFunction: ancillary_existsDescription: Returns if a ancillary exists anywhere in the worldParameters: ancillary_exists("ancillary_name")Return: boolFunction: climate_phase_indexDescription: Returns the current climate phase indexParameters: climate_phase_index()Return: intMODEL_SCRIPT_INTERFACEDescription: Model is the central access point of the campaign. Everything should be reachable from this interfaceis_null_interfaceworldpending_battledate_in_rangedate_and_week_in_rangeturn_numbercampaign_namerandom_percentis_multiplayeris_player_turncharacter_can_reach_characterdifficulty_levelfaction_is_localplayer_steam_id_is_evencampaign_aicampaign_typeseasoncharacter_for_command_queue_indexmilitary_force_for_command_queue_indexfaction_for_command_queue_indexhas_character_command_queue_indexhas_military_force_command_queue_indexhas_faction_command_queue_indexFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolFunction: worldDescription: Access campaign world interfaceParameters: world()Return: WORLD_SCRIPT_INTERFACEFunction: pending_battleDescription: Access campaign pending battle interfaceParameters: pending_battle()Return: PENDING_BATTLE_SCRIPT_INTERFACEFunction: date_in_rangeDescription: Test to see if the current calendar year is within the years specified. start 0, has_military_force_command_queue_index(CQI)Return: boolFunction: has_faction_command_queue_indexDescription: Returns true if the cqi existsParameters: An integer CQI > 0, has_faction_command_queue_index(CQI)Return: boolFACTION_SCRIPT_INTERFACEDescription: Faction interfaceis_null_interfacecommand_queue_indexregion_listcharacter_listmilitary_force_listmodelis_humannamehome_regionfaction_leaderhas_faction_leaderhas_home_regionstarted_war_this_turnended_war_this_turnancillary_existsnum_alliesat_warallied_withat_war_withtrade_resource_existstrade_valuetrade_value_percentunused_international_trade_routetrade_route_limit_reachedsea_trade_route_raidedtrade_ship_not_in_trade_nodetreasurytreasury_percentlosing_moneytax_levelupkeep_expenditure_percentresearch_queue_idlehas_technologystate_religionstate_religion_percentagenum_generalsculturesubculturehas_food_shortageimperium_levelis_hordeis_trading_withFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolFunction: command_queue_indexDescription: Command queue index of the FactionParameters: command_queue_index()Return: intFunction: region_listDescription: A list of regions owned by the factionParameters: region_list()Return: REGION_LIST_SCRIPT_INTERFACEFunction: character_listDescription: All characters in this factionParameters: character_list()Return: CHARACTER_LIST_SCRIPT_INTERFACEFunction: military_force_listDescription: All military forces in this factionParameters: military_force_list()Return: MILITARY_FORCE_LIST_SCRIPT_INTERFACEFunction: modelDescription: Access to the campaign model interfaceParameters: model()Return: MODEL_SCRIPT_INTERFACEFunction: is_humanDescription: Is this a human faction?Parameters: is_human()Return: boolFunction: nameDescription: The faction's nameParameters: name()Return: stringFunction: home_regionDescription: Faction's home regionParameters: home_region()Return: REGION_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the faction has no home region)Function: faction_leaderDescription: The character that leads the factionParameters: faction_leader()Return: CHARACTER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the faction has no faction leaderFunction: has_faction_leaderDescription: Does the faction have a leader?Parameters: has_faction_leader()Return: boolFunction: has_home_regionDescription: Does the faction have a home region?Parameters: has_home_region()Return: boolFunction: started_war_this_turnDescription: Did a war start between this faction and another faction this turn?Parameters: started_war_this_turn()Return: boolFunction: ended_war_this_turnDescription: Was peace declared between this faction and another faction this turn?Parameters: ended_war_this_turn()Return: boolFunction: ancillary_existsDescription: Returns whether the named ancillary exists in the faction somewhereParameters: ancillary_exists("unkillable_cat")Return: boolFunction: num_alliesDescription: Number of factions allied with this factionParameters: num_allies()Return: intFunction: at_warDescription: Is this faction at war?Parameters: at_war()Return: boolFunction: allied_withDescription: Is this faction allied with another faction?Parameters: allied_with(context:character():faction())Return: boolFunction: at_war_withDescription: Is this faction at war with another faction?Parameters: at_war_with(context:character():faction())Return: boolFunction: trade_resource_existsDescription: Returns whether the faction has access to the trade resourceParameters: trade_resource_exists("res_gold")Return: boolFunction: trade_valueDescription: Returns the absolute value of the factions global tradeParameters: trade_value()Return: intFunction: trade_value_percentDescription: Returns the percentage value of global trade owned by the factionParameters: trade_value_percent()Return: intFunction: unused_international_trade_routeDescription: Could the faction establish a new international trade route?Parameters: unused_international_trade_route()Return: boolFunction: trade_route_limit_reachedDescription: Has the faction reached its limit of trade routes?Parameters: trade_route_limit_reached()Return: boolFunction: sea_trade_route_raidedDescription: Was one of this factions sea trade routes has been raided in the last round? DEPRECATED - ALWAYS RETURNS FALSEParameters: sea_trade_route_raided()Return: boolFunction: trade_ship_not_in_trade_nodeDescription: Does the faction have a trade ship that is not in a trade nodeParameters: trade_ship_not_in_trade_node()Return: boolFunction: treasuryDescription: Returns the factions treasury valueParameters: treasury()Return: intFunction: treasury_percentDescription: Returns the characters factions treasury value as a percentage of the sum of all factions treasury valuesParameters: treasury_percent()Return: intFunction: losing_moneyDescription: Returns whether or not the factions regular expenditure exceeds their regular incomeParameters: losing_money()Return: boolFunction: tax_levelDescription: Returns the average tax level for the factionParameters: tax_level()Return: intFunction: upkeep_expenditure_percentDescription: Returns the average tax level for the factionParameters: upkeep_expenditure_percent()Return: intFunction: research_queue_idleDescription: Is faction not researching any tech even though they could beParameters: research_queue_idle()Return: boolFunction: has_technologyDescription: Does the characters faction have the specified technologyParameters: has_technology("beer")Return: boolFunction: state_religionDescription: Returns the state religion of the factionParameters: state_religion()Return: stringFunction: state_religion_percentageDescription: Returns the percentage of the faction state religion, between (0, 100). Returns 0 if faction doesn't have a state religion.Parameters: state_religion_percentage()Return: floatFunction: num_generalsDescription: How many generals does this faction have?Parameters: num_generals()Return: intFunction: cultureDescription: Returns the culture for the factionParameters: culture()Return: stringFunction: subcultureDescription: Returns the subculture for the factionParameters: subculture()Return: stringFunction: has_food_shortageDescription: returns true of the faction has food shortagesParameters: has_food_shortage()Return: boolFunction: imperium_levelDescription: returns the current imperium levelParameters: imperium_level();Return: card32Function: is_hordeDescription: return weather the faction is currently a hordeParameters: is_horde()Return: boolFunction: is_trading_withDescription: Is this faction trading with another faction?Parameters: is_trading_with(context:character():faction())Return: boolFACTION_LIST_SCRIPT_INTERFACEDescription: A list of faction interfacesnum_itemsitem_atis_emptyFunction: num_itemsDescription: Returns the number of items in the listParameters: num_items()Return: positive intFunction: item_atDescription: Returns the item at the index. Make sure the index is between 0 and (max items - 1)Parameters: positive intReturn: FACTION_SCRIPT_INTERFACEFunction: is_emptyDescription: Returns a true if there are 0 items in the listParameters: is_empty()Return: boolCHARACTER_SCRIPT_INTERFACEDescription: Character interfaceis_null_interfacecommand_queue_indexhas_garrison_residencehas_regionhas_military_forcemodelgarrison_residencefactionregionmilitary_forceforenamesurnameget_forenameget_surnamein_settlementin_portis_besiegingis_blockadingis_carrying_troopscharacter_typehas_traittrait_pointshas_ancillarybattles_foughtaction_points_remaining_percentaction_points_per_turnis_maleageperformed_action_this_turnis_ambushingturns_at_seaturns_in_own_regionsturns_in_enemy_regionsis_faction_leaderrankdefensive_sieges_foughtdefensive_sieges_wonoffensive_sieges_foughtoffensive_sieges_wonfought_in_battlewon_battlepercentage_of_own_alliance_killedlogical_position_xlogical_position_ydisplay_position_xdisplay_position_ybattles_wonoffensive_battles_wonoffensive_battles_foughtdefensive_battles_wondefensive_battles_foughtoffensive_naval_battles_wonoffensive_naval_battles_foughtdefensive_naval_battles_wondefensive_naval_battles_foughtoffensive_ambush_battles_wonoffensive_ambush_battles_foughtdefensive_ambush_battles_wondefensive_ambush_battles_foughtcqiis_embedded_in_military_forcehas_skillis_hiddenrouted_in_battlebody_guard_casultiesis_deployedhas_recruited_mercenariesnumber_of_traitstrait_levelis_politicianloyaltygravitashas_fatherhas_mothermotherfatherfamily_memberFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolFunction: command_queue_indexDescription: Command queue index of the CharacterParameters: command_queue_index()Return: intFunction: has_garrison_residenceDescription: Is the character contained in a garrison residence?Parameters: has_garrison_residence()Return: boolFunction: has_regionDescription: Is the character in a valid region?Parameters: has_region()Return: boolFunction: has_military_forceDescription: Does this character command a military force?Parameters: has_military_force()Return: boolFunction: modelDescription: Access to the model interfaceParameters: model()Return: MODEL_SCRIPT_INTERFACEFunction: garrison_residenceDescription: The garrison containing the characterParameters: garrison_residence()Return: GARRISON_RESIDENCE_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the character is not contained)Function: factionDescription: Access to the character's faction interfaceParameters: faction()Return: FACTION_SCRIPT_INTERFACEFunction: regionDescription: Access to the region that the character is inParameters: region()Return: REGION_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the character is not in a valid region)Function: military_forceDescription: The military force that the character commandsParameters: military_force()Return: MILITARY_FORCE_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the character is not commanding a military force)Function: forenameDescription: Does the character have this forename?Parameters: The forename's db key, e.g. forename("names_name_names_irishAlan")Return: boolFunction: surnameDescription: Does the character have this surname?Parameters: The surname's db key, e.g. surname("names_name_names_irishBlair")Return: boolFunction: get_forenameDescription: Returns the character forenameParameters: get_forename()Return: stringFunction: get_surnameDescription: Returns the character surnameParameters: get_surname()Return: stringFunction: in_settlementDescription: Checks that a character is in a settlementParameters: in_settlement()Return: boolFunction: in_portDescription: Is the character in a port?Parameters: in_port()Return: boolFunction: is_besiegingDescription: Is the character besieging?Parameters: is_besieging()Return: boolFunction: is_blockadingDescription: Is the character blockading?Parameters: is_blockading()Return: boolFunction: is_carrying_troopsDescription: Is the character transporting an army?Parameters: is_carrying_troops()Return: boolFunction: character_typeDescription: Returns true if the character context is of the agent type specifiedParameters: Key from agents table, e.g. character_type("ninja")Return: boolFunction: has_traitDescription: Returns if the character has the specified traitParameters: Trait key, e.g. has_trait("drunkard")Return: intFunction: trait_pointsDescription: Returns the number of trait points for the specified trait (0 if not present)Parameters: Trait key, e.g. trait_points("drunkard")Return: intFunction: has_ancillaryDescription: Returns if the character has the specified ancillaryParameters: Key ancillaries table, e.g. has_ancillary("duck")Return: boolFunction: battles_foughtDescription: How many battles has this character fought in?Parameters: battles_fought()Return: intFunction: action_points_remaining_percentDescription: Returns the percentage of movement points remaining as an integer valueParameters: action_points_remaining_percent() Return: intFunction: action_points_per_turnDescription: Action points per turnParameters: action_points_per_turn()Return: intFunction: is_maleDescription: Is the character male?Parameters: is_male()Return: boolFunction: ageDescription: The character's ageParameters: age()Return: intFunction: performed_action_this_turnDescription: Has the character performed any action this turn?Parameters: performed_action_this_turn()Return: boolFunction: is_ambushingDescription: Is the character ambushing?Parameters: is_ambushing()Return: boolFunction: turns_at_seaDescription: Returns the number of turns at sea exclusivelyParameters: turns_at_sea()Return: intFunction: turns_in_own_regionsDescription: Returns the number of turns in home regions exclusivelyParameters: turns_in_own_regions()Return: intFunction: turns_in_enemy_regionsDescription: Returns the number of turns in enemy regions exclusivelyParameters: turns_in_enemy_regions()Return: intFunction: is_faction_leaderDescription: Is the character the faction leader?Parameters: is_faction_leader()Return: boolFunction: rankDescription: Rank of character (1-6)Parameters: rank()Return: intFunction: defensive_sieges_foughtDescription: Number of defensive sieges foughtParameters: defensive_sieges_fought()Return: intFunction: defensive_sieges_wonDescription: Number of defensive sieges wonParameters: defensive_sieges_won()Return: intFunction: offensive_sieges_foughtDescription: Number of offensive sieges foughtParameters: offensive_sieges_fought()Return: intFunction: offensive_sieges_wonDescription: Number of offensive sieges wonParameters: offensive_sieges_won()Return: intFunction: fought_in_battleDescription: Did the character fight in missile or melee combat in the battleParameters: fought_in_battle()Return: boolFunction: won_battleDescription: Was the character in the winning alliance in a battleParameters: won_battle()Return: boolFunction: percentage_of_own_alliance_killedDescription: Percentage of men killed in the character's allianceParameters: percentage_of_own_alliance_killed()Return: intFunction: logical_position_xDescription: Logical position on map, x coordParameters: logical_position_x()Return: intFunction: logical_position_yDescription: Logical position on map, y coordParameters: logical_position_y()Return: intFunction: display_position_xDescription: Display/real position on map, x coordParameters: display_position_x()Return: floatFunction: display_position_yDescription: Display/real position on map, y coordParameters: display_position_y()Return: floatFunction: battles_wonDescription: Number of battles wonParameters: battles_won()Return: card32Function: offensive_battles_wonDescription: Number of offensive battles wonParameters: offensive_battles_won()Return: card32Function: offensive_battles_foughtDescription: Number of offensive battles foughtParameters: offensive_battles_fought()Return: card32Function: defensive_battles_wonDescription: Number of defensive battles wonParameters: defensive_battles_won()Return: card32Function: defensive_battles_foughtDescription: Number of defensive battles foughtParameters: defensive_battles_fought()Return: card32Function: offensive_naval_battles_wonDescription: Number of offensive naval battles wonParameters: offensive_naval_battles_won()Return: card32Function: offensive_naval_battles_foughtDescription: Number of offensive naval battles foughtParameters: offensive_naval_battles_fought()Return: card32Function: defensive_naval_battles_wonDescription: Number of defensive naval battles wonParameters: defensive_naval_battles_won()Return: card32Function: defensive_naval_battles_foughtDescription: Number of defensive naval battles foughtParameters: defensive_naval_battles_fought()Return: card32Function: offensive_ambush_battles_wonDescription: Number of offensive ambush battles wonParameters: offensive_ambush_battles_won()Return: card32Function: offensive_ambush_battles_foughtDescription: Number of offensive ambush battles foughtParameters: offensive_ambush_battles_fought()Return: card32Function: defensive_ambush_battles_wonDescription: Number of defensive ambush battles wonParameters: defensive_ambush_battles_won()Return: card32Function: defensive_ambush_battles_foughtDescription: Number of defensive ambush battles foughtParameters: defensive_ambush_battles_fought()Return: card32Function: cqiDescription: Character CQIParameters: cqi()Return: card32Function: is_embedded_in_military_forceDescription: Is part of a military forceParameters: is_embedded_in_military_force()Return: boolFunction: has_skillDescription: Has the skill passedParameters: has_skill()Return: boolFunction: is_hiddenDescription: Is the charcter hidden from a factionParameters: is_hidden()Return: boolFunction: routed_in_battleDescription: The commander routedParameters: routed_in_battle()Return: boolFunction: body_guard_casultiesDescription: Percentage of commanded unit lost in battleParameters: body_guard_casulties()Return: float32Function: is_deployedDescription: Is the character deployedParameters: is_deployed()Return: boolFunction: has_recruited_mercenariesDescription: Has the character recruited mercenariesParameters: has_recruited_mercenaries()Return: boolFunction: number_of_traitsDescription: The number of traits the chracter hasParameters: number_of_traits()Return: card32Function: trait_levelDescription: returns the level of the specified traitParameters: trait_level("trait")Return: int32Function: is_politicianDescription: returns whether a character is a politian or notParameters: is_politician()Return: boolFunction: loyaltyDescription: returns the characters loyaltyParameters: loyalty()Return: card32Function: gravitasDescription: returns the characters gravitasParameters: gravitas()Return: card32Function: has_fatherDescription: returns whether a character has a father or notParameters: has_father()Return: boolFunction: has_motherDescription: returns whether a character has a mother or notParameters: has_mother()Return: boolFunction: motherDescription: returns a character mother's family member script interfaceParameters: mother()Return: FAMILY_MEMBER_SCRIPT_INTERFACEFunction: fatherDescription: returns a characters father's family member script interfaceParameters: father()Return: FAMILY_MEMBER_SCRIPT_INTERFACEFunction: family_memberDescription: returns a characters family member script interfaceParameters: family_member()Return: FAMILY_MEMBER_SCRIPT_INTERFACECHARACTER_LIST_SCRIPT_INTERFACEDescription: A list of character interfacesnum_itemsitem_atis_emptyFunction: num_itemsDescription: Returns the number of items in the listParameters: num_items()Return: positive intFunction: item_atDescription: Returns the item at the index. Make sure the index is between 0 and (max items - 1)Parameters: positive intReturn: CHARACTER_SCRIPT_INTERFACEFunction: is_emptyDescription: Returns a true if there are 0 items in the listParameters: is_empty()Return: boolFAMILY_MEMBER_SCRIPT_INTERFACEDescription: Family interfaceis_null_interfacehas_fatherhas_motherfathermotherhas_traitcome_of_ageFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolFunction: has_fatherDescription: returns if this family member has a fatherParameters: has_father()Return: boolFunction: has_motherDescription: returns if this family member has a motherParameters: has_mother()Return: boolFunction: fatherDescription: returns if this family members fatherParameters: father()Return: FAMILY_MEMBER_SCRIPT_INTERFACEFunction: motherDescription: returns if this family member has a motherParameters: mother()Return: FAMILY_MEMBER_SCRIPT_INTERFACEFunction: has_traitDescription: return true if the character has the traitParameters: has_trait("trait")Return: boolFunction: come_of_ageDescription: return if the character has come of ageParameters: come_of_age()Return: boolREGION_MANAGER_SCRIPT_INTERFACEDescription: The interface that stores and manages all regions in the game. Useful for looking up region and slot//settlement keys.is_null_interfacemodelregion_listfaction_region_listregion_by_keysettlement_by_keyslot_by_keyresource_exists_anywhereFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolFunction: modelDescription: Access to the modelParameters: model()Return: MODEL_SCRIPT_INTERFACEFunction: region_listDescription: A list of all regionsParameters: region_list()Return: REGION_LIST_SCRIPT_INTERFACEFunction: faction_region_listDescription: A list of all regions for a factionParameters: input a faction key string e.g. faction_region_list("mori")Return: REGION_LIST_SCRIPT_INTERFACEFunction: region_by_keyDescription: Returns the region interface for a given region keyParameters: input a region key string e.g. region_by_key("jap_tosa")Return: REGION_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the region key is invalid)Function: settlement_by_keyDescription: Returns the settlement interface for a given settlement keyParameters: input a settlement key string e.g. settlement_by_key("settlement:jap_aki:koriyama")Return: SETTLEMENT_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the settlement key is invalid)Function: slot_by_keyDescription: Returns the slot interface for a given slot keyParameters: input a slot key string e.g. slot_by_key("rice:jap_awa:farm")Return: SLOT_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the slot key is invalid)Function: resource_exists_anywhereDescription: Are any regions producing this resource?Parameters: input a resource key e.g. resource_exists_anywhere("res_coffee")Return: bool. It will also return false if the resource key is invalid.REGION_SCRIPT_INTERFACEDescription: Region script interface, includes region finance and slot/settlement infois_null_interfacemodelowning_factionslot_listsettlementgarrison_residencenamepublic_ordernum_buildingsslot_type_existsbuilding_existslast_building_constructed_keyresource_existstown_wealth_growthadjacent_region_listmajority_religionmajority_religion_percentageregion_wealth_change_percentbuilding_superchain_existsgovernorhas_governorsqualorsanitationFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolFunction: modelDescription: Access to the modelParameters: model()Return: MODEL_SCRIPT_INTERFACEFunction: owning_factionDescription: Access to the faction that owns the regionParameters: owning_faction()Return: FACTION_SCRIPT_INTERFACEFunction: slot_listDescription: A list of slots contained in the regionParameters: slot_list()Return: SLOT_LIST_SCRIPT_INTERFACEFunction: settlementDescription: The region settlementParameters: settlement()Return: SETTLEMENT_SCRIPT_INTERFACEFunction: garrison_residenceDescription: The regions settlement as a garrison_residenceParameters: garrison_residence()Return: GARRISON_RESIDENCE_SCRIPT_INTERFACEFunction: nameDescription: The region keyParameters: name()Return: StringFunction: public_orderDescription: Region public orderParameters: public_order()Return: int32Function: num_buildingsDescription: The number of buildings in a regionParameters: num_buildings()Return: int32Function: slot_type_existsDescription: Does a slot with a given key exist in the region?Parameters: input a slot key, e.g. slot_type_exists("rice:jap_awa:farm")Return: boolFunction: building_existsDescription: Does a building with a given key exist in the region?Parameters: input a building key, e.g. building_exists("key")Return: boolFunction: last_building_constructed_keyDescription: Returns the key of the last building constructed this regionParameters: last_building_constructed_key()Return: StringFunction: resource_existsDescription: Is a resource produced in this region?Parameters: input a resource key, e.g. resource_exists("key")Return: boolFunction: town_wealth_growthDescription: Returns the town wealth growth in the regionParameters: town_wealth_growth()Return: intFunction: adjacent_region_listDescription: Returns the list of regions adjacent to this one (including where the connection is not traversable)Parameters: adjacent_region_list()Return: REGION_LIST_SCRIPT_INTERFACEFunction: majority_religionDescription: Returns key of the majority religion in the regionParameters: majority_religion()Return: StringFunction: majority_religion_percentageDescription: Returns the percentage of the majority religion in this region, between (0, 100). Returns 0 if majority religion not found.Parameters: majority_religion_percentage()Return: floatFunction: region_wealth_change_percentDescription: Returns key of the % region wealth changeParameters: region_wealth_change_percent()Return: floatFunction: building_superchain_existsDescription: Does a building superchain with the given key exist in the regionParameters: building_superchain_exists("key")Return: boolFunction: governorDescription: Returns the governor character of the province (if one exists)Parameters: governor()Return: CHARACTER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the province doesn't have a governor)Function: has_governorDescription: Does the province the region is in have a governor?Parameters: has_governor()Return: boolFunction: squalorDescription: Returns the current squalor in the regionParameters: squalor()Return: card32Function: sanitationDescription: Returns the current sanitation in the regionParameters: sanitation()Return: card32REGION_LIST_SCRIPT_INTERFACEDescription: A list of region interfacesnum_itemsitem_atis_emptyFunction: num_itemsDescription: Returns the number of items in the listParameters: num_items()Return: positive intFunction: item_atDescription: Returns the item at the index. Make sure the index is between 0 and (max items - 1)Parameters: positive intReturn: REGION_SCRIPT_INTERFACEFunction: is_emptyDescription: Returns a true if there are 0 items in the listParameters: is_empty()Return: boolGARRISON_RESIDENCE_SCRIPT_INTERFACEDescription: Garrison residence interface, a residence that can act as a garrison for military forces. A Settlement is a garrison residence for example.is_null_interfacehas_armyhas_navymodelfactionarmynavyregionunit_countbuildingsis_under_siegecan_assaultis_settlementis_slotsettlement_interfaceslot_interfaceFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolFunction: has_armyDescription: Is there a garrisoned army?Parameters: has_army()Return: boolFunction: has_navyDescription: Is there a garrisoned navy?Parameters: has_navy()Return: boolFunction: modelDescription: Access to the campaign modelParameters: model()Return: MODEL_SCRIPT_INTERFACEFunction: factionDescription: The faction that owns the garrisonParameters: faction()Return: FACTION_SCRIPT_INTERFACEFunction: armyDescription: Returns the army in the garrison residence, if it has oneParameters: army()Return: MILITARY_FORCE_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the garrison is empty)Function: navyDescription: Returns the army in the garrison residence, if it has oneParameters: army()Return: MILITARY_FORCE_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the garrison is empty)Function: regionDescription: The region for the garrison residenceParameters: region()Return: REGION_SCRIPT_INTERFACEFunction: unit_countDescription: Number of units in a garrisonParameters: unit_count()Return: int >= 0Function: buildingsDescription: Returns a list of buildings in the garrisonParameters: buildings()Return: BUILDING_LIST_SCRIPT_INTERFACEFunction: is_under_siegeDescription: Is the garrison under siege?Parameters: is_under_siege()Return: boolFunction: can_assaultDescription: Can the attacking army launch a seigeParameters: can_assault()Return: boolFunction: is_settlementDescription: Is this garrison a settlement type?Parameters: is_settlement()Return: boolFunction: is_slotDescription: Is this garrison a slot type?Parameters: is_slot()Return: boolFunction: settlement_interfaceDescription: If this garrison is a settlement type, returns a settlement interfaceParameters: settlement_interface()Return: SETTLEMENT_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the garrison is not a settlement)Function: slot_interfaceDescription: If this garrison is a slot type, returns a slot interfaceParameters: slot_interface()Return: SLOT_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the garrison is not a settlement)SETTLEMENT_SCRIPT_INTERFACEDescription: Settlement script interfaceis_null_interfacehas_commanderlogical_position_xlogical_position_ydisplay_position_xdisplay_position_ymodelcommanderfactionregionslot_listFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolFunction: has_commanderDescription: Does the settlement have a commander of a military forceParameters: has_commander()Return: boolFunction: logical_position_xDescription: Logical position on map, x coordParameters: logical_position_x()Return: intFunction: logical_position_yDescription: Logical position on map, y coordParameters: logical_position_y()Return: intFunction: display_position_xDescription: Display/real position on map, x coordParameters: display_position_x()Return: floatFunction: display_position_yDescription: Display/real position on map, y coordParameters: display_position_y()Return: floatFunction: modelDescription: Access to the campaign modelParameters: model()Return: MODEL_SCRIPT_INTERFACEFunction: commanderDescription: Returns the embedded military force commanderParameters: commander()Return: CHARACTER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the settlement does not have a commander)Function: factionDescription: Access to the faction that owns the settlementParameters: faction()Return: FACTION_SCRIPT_INTERFACEFunction: regionDescription: The region for this settlementParameters: region()Return: REGION_SCRIPT_INTERFACEFunction: slot_listDescription: Returns the list of slots in the settlementParameters: slot_list()Return: SLOT_LIST_SCRIPT_INTERFACESLOT_SCRIPT_INTERFACEDescription: Slot script interfaceis_null_interfacehas_buildingmodelregionbuildingfactiontypenameFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolFunction: has_buildingDescription: Is there a building in this slot?Parameters: has_building()Return: boolFunction: modelDescription: Access to the campaign modelParameters: model()Return: MODEL_SCRIPT_INTERFACEFunction: regionDescription: The region for this slotParameters: region()Return: REGION_SCRIPT_INTERFACEFunction: buildingDescription: Returns the building in this slot (if it exists)Parameters: building()Return: BUILDING_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the slot does not have a building)Function: factionDescription: Returns the faction that owns the slotParameters: faction()Return: FACTION_SCRIPT_INTERFACEFunction: typeDescription: The slot typeParameters: type()Return: stringFunction: nameDescription: The slot name (key)Parameters: name()Return: stringSLOT_LIST_SCRIPT_INTERFACEDescription: A list of slot interfacesnum_itemsitem_atis_emptyslot_type_existsbuliding_type_existsFunction: num_itemsDescription: Returns the number of items in the listParameters: num_items()Return: positive intFunction: item_atDescription: Returns the item at the index. Make sure the index is between 0 and (max items - 1)Parameters: positive intReturn: SLOT_LIST_SCRIPT_INTERFACEFunction: is_emptyDescription: Returns a true if there are 0 items in the listParameters: is_empty()Return: boolFunction: slot_type_existsDescription: Does a slot with this key exist in the list?Parameters: input a slot key to query, slot_type_exists( "slot_key" )Return: boolFunction: buliding_type_existsDescription: Does a building with this key exist in the list? (building_level_record key)Parameters: input a slot key to query, buliding_type_exists( "building_level_record_key" )Return: boolBUILDING_SCRIPT_INTERFACEDescription: Building script interfaceis_null_interfacemodelfactionregionslotnamechainsuperchainpercent_healthmilitary_forceFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolFunction: modelDescription: Access to the campaign modelParameters: model()Return: MODEL_SCRIPT_INTERFACEFunction: factionDescription: Returns the faction that owns the buildingParameters: faction()Return: FACTION_SCRIPT_INTERFACEFunction: regionDescription: The region the building is inParameters: region()Return: REGION_SCRIPT_INTERFACEFunction: slotDescription: The slot containing the buildingParameters: slot()Return: SLOT_SCRIPT_INTERFACEFunction: nameDescription: The key for the building (building level record)Parameters: name()Return: StringFunction: chainDescription: The key for the building chain (building_chain_record key)Parameters: chain()Return: StringFunction: superchainDescription: The key for the building superchain (building_superchain_record key)Parameters: superchain()Return: StringFunction: percent_healthDescription: The health of a building as a percentage between 0-100Parameters: percent_health()Return: 100 >= int >= 0Function: military_forceDescription: The military force containing the buildingParameters: military_force()Return: MILITARY_FORCE_SCRIPT_INTERFACEBUILDING_LIST_SCRIPT_INTERFACEDescription: A list of building interfacesnum_itemsitem_atis_emptyFunction: num_itemsDescription: Returns the number of items in the listParameters: num_items()Return: positive intFunction: item_atDescription: Returns the item at the index. Make sure the index is between 0 and (max items - 1)Parameters: positive intReturn: BUILDING_LIST_SCRIPT_INTERFACEFunction: is_emptyDescription: Returns a true if there are 0 items in the listParameters: is_empty()Return: boolMILITARY_FORCE_SCRIPT_INTERFACEDescription: Military force interface. Armies and navies are military forces.is_null_interfacecommand_queue_indexhas_generalis_armyis_navymodelunit_listcharacter_listgeneral_characterfactionhas_garrison_residencegarrison_residencecontains_mercenariesupkeepactive_stancecan_activate_stancebuilding_existsis_hordebuildingsFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolFunction: command_queue_indexDescription: Command queue index of the Military ForceParameters: command_queue_index()Return: intFunction: has_generalDescription: Does the military force have a commanding general?Parameters: has_general()Return: boolFunction: is_armyDescription: Is this military force an army?Parameters: is_army()Return: boolFunction: is_navyDescription: Is this military force a navy?Parameters: is_navy()Return: boolFunction: modelDescription: Access to the campaign modelParameters: model()Return: MODEL_SCRIPT_INTERFACEFunction: unit_listDescription: Returns the list of units in the military forceParameters: unit_list()Return: UNIT_LIST_SCRIPT_INTERFACEFunction: character_listDescription: A list of characters embedded in the military forceParameters: character_list()Return: CHARACTER_LIST_SCRIPT_INTERFACEFunction: general_characterDescription: Returns the character interface for the military force general (if one exists)Parameters: general_character()Return: CHARACTER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the military force doesn't have a commander)Function: factionDescription: The faction that the military force belongs toParameters: faction()Return: FACTION_SCRIPT_INTERFACEFunction: has_garrison_residenceDescription: Is the force in a garrison residence?Parameters: has_garrison_residence()Return: boolFunction: garrison_residenceDescription: Returns the garrison residence the force is embedded inParameters: garrison_residence()Return: GARRISON_RESIDENCE_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if the army isn't embedded)Function: contains_mercenariesDescription: Returns if the force contains mercenariesParameters: contains_mercenaries()Return: boolFunction: upkeepDescription: Returns the upkeep costs for the military forceParameters: upkeep()Return: int >= 0Function: active_stanceDescription: Returns the active stance for the military forceParameters: active_stance()Return: StringFunction: can_activate_stanceDescription: Can the military force enter this stanceParameters: input a stance string to query, can_activate_stance( "stance" )Return: boolFunction: building_existsDescription: Does a building with a given key exist in the military force?Parameters: input a building key, e.g. building_exists("key")Return: boolFunction: is_hordeDescription: Is this military force a horde?Parameters: is_horde()Return: boolFunction: buildingsDescription: All non empty buildings in this military forceParameters: buildings()Return: MILITARY_FORCE_BUILDING_LIST_SCRIPT_INTERFACEMILITARY_FORCE_LIST_SCRIPT_INTERFACEDescription: A list of military forcesnum_itemsitem_atis_emptyFunction: num_itemsDescription: Returns the number of items in the listParameters: num_items()Return: positive intFunction: item_atDescription: Returns the item at the index. Make sure the index is between 0 and (max items - 1)Parameters: positive intReturn: MILITARY_FORCE_LIST_SCRIPT_INTERFACEFunction: is_emptyDescription: Returns a true if there are 0 items in the listParameters: is_empty()Return: boolMILITARY_FORCE_BUILDING_SCRIPT_INTERFACEDescription: Military Force Building script interfaceis_null_interfacemodelfactionnamechainsuperchainpercent_healthFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolFunction: modelDescription: Access to the campaign modelParameters: model()Return: MODEL_SCRIPT_INTERFACEFunction: factionDescription: Returns the faction that owns the buildingParameters: faction()Return: FACTION_SCRIPT_INTERFACEFunction: nameDescription: The key for the building (building level record)Parameters: name()Return: StringFunction: chainDescription: The key for the building chain (building_chain_record key)Parameters: chain()Return: StringFunction: superchainDescription: The key for the building superchain (building_superchain_record key)Parameters: superchain()Return: StringFunction: percent_healthDescription: The health of a building as a percentage between 0-100Parameters: percent_health()Return: 100 >= int >= 0MILITARY_FORCE_BUILDING_LIST_SCRIPT_INTERFACEDescription: A list of building interfacesnum_itemsitem_atis_emptyFunction: num_itemsDescription: Returns the number of items in the listParameters: num_items()Return: positive intFunction: item_atDescription: Returns the item at the index. Make sure the index is between 0 and (max items - 1)Parameters: positive intReturn: MILITARY_FORCE_BUILDING_LIST_SCRIPT_INTERFACEFunction: is_emptyDescription: Returns a true if there are 0 items in the listParameters: is_empty()Return: boolUNIT_SCRIPT_INTERFACEDescription: Unit script interface. Land units and Naval units are derived from Unit.is_null_interfacehas_force_commanderhas_unit_commanderis_land_unitis_naval_unitmodelforce_commanderunit_commandermilitary_forcefactionunit_keyunit_categoryunit_classpercentage_proportion_of_full_strengthcan_upgrade_unit_equipmentcan_upgrade_unitFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolFunction: has_force_commanderDescription: Is the unit in a force with a commander?Parameters: has_force_commander()Return: boolFunction: has_unit_commanderDescription: Does this unit have a character leading it? Not all units have oneParameters: has_unit_commander()Return: boolFunction: is_land_unitDescription: Is this a land unit?Parameters: is_land_unit()Return: boolFunction: is_naval_unitDescription: Is this a naval unit?Parameters: is_naval_unit()Return: boolFunction: modelDescription: Access to the campaign model interfaceParameters: model()Return: MODEL_SCRIPT_INTERFACEFunction: force_commanderDescription: Returns the force commander if one existsParameters: force_commander()Return: CHARACTER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE unit doesn't have a force commander)Function: unit_commanderDescription: Returns the unit commander if one existsParameters: unit_commander()Return: CHARACTER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE unit doesn't have a unit commander)Function: military_forceDescription: Returns the military force containing this unitParameters: military_force()Return: MILITARY_FORCE_SCRIPT_INTERFACEFunction: factionDescription: Returns the faction that this unit belongs toParameters: faction()Return: FACTION_SCRIPT_INTERFACEFunction: unit_keyDescription: The unit record keyParameters: unit_key()Return: StringFunction: unit_categoryDescription: The unit record categoryParameters: unit_category()Return: StringFunction: unit_classDescription: The unit record classParameters: unit_class()Return: StringFunction: percentage_proportion_of_full_strengthDescription: The % of soldiers in the unit. Returns a value 0.0-100.0Parameters: percentage_proportion_of_full_strength()Return: floatFunction: can_upgrade_unit_equipmentDescription: Can this unit upgrade it's equipmentParameters: can_upgrade_unit_equipment()Return: boolFunction: can_upgrade_unitDescription: Can this unit be upgraded to another unitParameters: can_upgrade_unit()Return: boolUNIT_LIST_SCRIPT_INTERFACEDescription: A list of unitsnum_itemsitem_atis_emptyhas_unitFunction: num_itemsDescription: Returns the number of items in the listParameters: num_items()Return: positive intFunction: item_atDescription: Returns the item at the index. Make sure the index is between 0 and (max items - 1)Parameters: positive intReturn: UNIT_LIST_SCRIPT_INTERFACEFunction: is_emptyDescription: Returns a true if there are 0 items in the listParameters: is_empty()Return: boolFunction: has_unitDescription: Test if a unit exists in the unit list. Input a unit record key.Parameters: input a unit key string, has_unit(" unit_key ")Return: boolPENDING_BATTLE_SCRIPT_INTERFACEDescription: Pending battle script interface.is_null_interfacehas_attackerhas_defenderhas_contested_garrisonmodelattackerdefendercontested_garrisonis_activeattacker_is_strongerpercentage_of_attacker_killedpercentage_of_defender_killedpercentage_of_attacker_routedpercentage_of_defender_routedattacker_commander_fought_in_battledefender_commander_fought_in_battleattacker_commander_fought_in_meleedefender_commander_fought_in_meleeattacker_battle_resultdefender_battle_resultnaval_battleseige_battleambush_battlefailed_ambush_battlenight_battlebattle_typeattacker_strengthdefender_strengthFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolFunction: has_attackerDescription: Does the pending battle have an attacking character?Parameters: has_attacker()Return: boolFunction: has_defenderDescription: Does the pending battle have a defending character?Parameters: has_defender()Return: boolFunction: has_contested_garrisonDescription: Is the pending battle at a garrison?Parameters: has_contested_garrison()Return: boolFunction: modelDescription: Access to the campaign modelParameters: model()Return: MODEL_SCRIPT_INTERFACEFunction: attackerDescription: Returns the attacking character, if one existsParameters: attacker()Return: CHARACTER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if no attacking character exists)Function: defenderDescription: Returns the defending character, if one existsParameters: defender()Return: CHARACTER_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if no defending character exists)Function: contested_garrisonDescription: Returns the contested residence, if it existsParameters: contested_garrison()Return: GARRISON_RESIDENCE_SCRIPT_INTERFACE (or NULL_SCRIPT_INTERFACE if a garrison isn't being contested)Function: is_activeDescription: Is a pending battle active?Parameters: is_active()Return: boolFunction: attacker_is_strongerDescription: Is the attacking force stronger than the defender?Parameters: attacker_is_stronger()Return: boolFunction: percentage_of_attacker_killedDescription: Percentage of attacker killed in battleParameters: percentage_of_attacker_killed()Return: 100 >= float >= 0Function: percentage_of_defender_killedDescription: Percentage of defender killed in battleParameters: percentage_of_defender_killed()Return: 100 >= float >= 0Function: percentage_of_attacker_routedDescription: Percentage of attackers routed in battleParameters: percentage_of_attacker_routed()Return: 100 >= float >= 0Function: percentage_of_defender_routedDescription: Percentage of defenders routed in battleParameters: percentage_of_defender_routed()Return: 100 >= float >= 0Function: attacker_commander_fought_in_battleDescription: Did the commander engage in the battle?Parameters: attacker_commander_fought_in_battle()Return: boolFunction: defender_commander_fought_in_battleDescription: Did the commander engage in the battle?Parameters: defender_commander_fought_in_battle()Return: boolFunction: attacker_commander_fought_in_meleeDescription: Did the commander engage in melee?Parameters: attacker_commander_fought_in_melee()Return: boolFunction: defender_commander_fought_in_meleeDescription: Did the commander engage in melee?Parameters: defender_commander_fought_in_melee()Return: boolFunction: attacker_battle_resultDescription: The battle result for the attackerParameters: attacker_battle_result()Return: String (close_victory, decisive_victory, heroic_victory, pyrrhic_victory, close_defeat, decisive_defeat, crushing_defeat, valiant_defeatFunction: defender_battle_resultDescription: The battle result for the defenderParameters: defender_battle_result()Return: String (close_victory, decisive_victory, heroic_victory, pyrrhic_victory, close_defeat, decisive_defeat, crushing_defeat, valiant_defeatFunction: naval_battleDescription: The battle is a naval battleParameters: naval_battle()Return: boolFunction: seige_battleDescription: The battle is a seige battleParameters: seige_battle()Return: boolFunction: ambush_battleDescription: The battle is a ambush battleParameters: ambush_battle()Return: boolFunction: failed_ambush_battleDescription: The battle is a failed ambush battleParameters: failed_ambush_battle()Return: boolFunction: night_battleDescription: The battle is a night battleParameters: night_battle()Return: boolFunction: battle_typeDescription: The battle type. Asks a programmer for the battle type strings (found in campaign_battle_type_enum_ids, campaignbonusvalues.cpp)Parameters: battle_type()Return: stringFunction: attacker_strengthDescription: The relative strength of the attackerParameters: attacker_strength()Return: float32Function: defender_strengthDescription: The relative strength of the defenderParameters: defender_strength()Return: float32CAMPAIGN_MISSION_SCRIPT_INTERFACEDescription: Mission script interface.is_null_interfacemodelfactionmission_record_keymission_issuer_record_keyFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolFunction: modelDescription: Access to the campaign model interfaceParameters: model()Return: MODEL_SCRIPT_INTERFACEFunction: factionDescription: Access to the faction interfaceParameters: faction()Return: FACTION_SCRIPT_INTERFACEFunction: mission_record_keyDescription: Returns the mission record keyParameters: mission_record_key()Return: StringFunction: mission_issuer_record_keyDescription: Returns the mission issuer record keyParameters: mission_issuer_record_key()Return: StringCAMPAIGN_AI_SCRIPT_INTERFACEDescription: Campaign AI script interface.is_null_interfacestrategic_stance_between_factionsstrategic_stance_between_factions_availablestrategic_stance_between_factions_promotion_or_blocking_is_setstrategic_stance_between_factions_promotion_is_activestrategic_stance_between_factions_promotion_current_levelstrategic_stance_between_factions_promotion_start_roundstrategic_stance_between_factions_promotion_start_levelstrategic_stance_between_factions_promotion_end_roundstrategic_stance_between_factions_promotion_end_levelstrategic_stance_between_factions_is_being_blockedstrategic_stance_between_factions_is_being_blocked_untilFunction: is_null_interfaceDescription: Is this the null script interfaceParameters: is_null_interface()Return: boolFunction: strategic_stance_between_factionsDescription: Determine the strategic stance between two AI factions.Parameters: strategic_stance_between_factions(faction_being_queries, faction_that_is_being_considered)Return:Function: strategic_stance_between_factions_availableDescription: Determine if the strategic stance between two AI factions is available.Parameters: strategic_stance_between_factions_available(faction_being_queries, faction_that_is_being_considered)Return:Function: strategic_stance_between_factions_promotion_or_blocking_is_setDescription: Determine if there is any currently active blocking or promotion set between factions.Parameters: strategic_stance_between_factions_promotion_or_blocking_is_set(faction_being_queries, faction_that_is_being_considered)Return:Function: strategic_stance_between_factions_promotion_is_activeDescription: Determine if there is any currently active promotion between factions for a given stance.Parameters: strategic_stance_between_factions_promotion_is_active(faction_being_queries, faction_that_is_being_considered, stance_by_number)Return:Function: strategic_stance_between_factions_promotion_current_levelDescription: Determine the current promotion level between factions for a given stance if set.Parameters: strategic_stance_between_factions_promotion_current_level(faction_being_queries, faction_that_is_being_considered, stance_by_number)Return:Function: strategic_stance_between_factions_promotion_start_roundDescription: Determine the start round on promotion between factions for a given stance if set.Parameters: strategic_stance_between_factions_promotion_start_round(faction_being_queries, faction_that_is_being_considered, stance_by_number)Return:Function: strategic_stance_between_factions_promotion_start_levelDescription: Determine the start level on promotion between factions for a given stance if set.Parameters: strategic_stance_between_factions_promotion_start_level(faction_being_queries, faction_that_is_being_considered, stance_by_number)Return:Function: strategic_stance_between_factions_promotion_end_roundDescription: Determine the end round on promotion between factions for a given stance if set.Parameters: strategic_stance_between_factions_promotion_end_round(faction_being_queries, faction_that_is_being_considered, stance_by_number)Return:Function: strategic_stance_between_factions_promotion_end_levelDescription: Determine the end level on promotion between factions for a given stance if set.Parameters: strategic_stance_between_factions_promotion_end_level(faction_being_queries, faction_that_is_being_considered, stance_by_number)Return:Function: strategic_stance_between_factions_is_being_blockedDescription: Determine blocking is enabled between factions for a given stance if set.Parameters: strategic_stance_between_factions_is_being_blocked(faction_being_queries, faction_that_is_being_considered, stance_by_number)Return:Function: strategic_stance_between_factions_is_being_blocked_untilDescription: Determine when blocking is enabled too between factions for a given stance if set.Parameters: strategic_stance_between_factions_is_being_blocked_until(faction_being_queries, faction_that_is_being_considered, stance_by_number)Return: 2ff7e9595c
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