Rome II Event Reference
The following events are available for Rome II in Consul Scriptum. This list is consolidated from game dumps and documentation.
Table of Contents
- AdviceDismissed
- AdviceFinishedTrigger
- AdviceIssued
- AdviceSuperseded
- AreaCameraEntered
- AreaCameraExited
- AreaEntered
- AreaExited
- ArmyBribeAttemptFailure
- ArmySabotageAttemptFailure
- ArmySabotageAttemptSuccess
- AssassinationAttemptCriticalSuccess
- AssassinationAttemptFailure
- AssassinationAttemptSuccess
- BattleBoardingActionCommenced
- BattleBoardingShip
- BattleCommandingShipRouts
- BattleCommandingUnitRouts
- BattleCompleted
- BattleConflictPhaseCommenced
- BattleDeploymentPhaseCommenced
- BattleFortPlazaCaptureCommenced
- BattleShipAttacksEnemyShip
- BattleShipCaughtFire
- BattleShipMagazineExplosion
- BattleShipRouts
- BattleShipRunAground
- BattleShipSailingIntoWind
- BattleShipSurrendered
- BattleUnitAttacksBuilding
- BattleUnitAttacksEnemyUnit
- BattleUnitAttacksWalls
- BattleUnitCapturesBuilding
- BattleUnitDestroysBuilding
- BattleUnitRouts
- BattleUnitUsingBuilding
- BattleUnitUsingWall
- BuildingCardSelected
- BuildingCompleted
- BuildingConstructionIssuedByPlayer
- BuildingInfoPanelOpenedCampaign
- CameraMoverCancelled
- CameraMoverFinished
- CampaignArmiesMerge
- CampaignBuildingDamaged
- CampaignCoastalAssaultOnCharacter
- CampaignCoastalAssaultOnGarrison
- CampaignEffectsBundleAwarded
- CampaignSettlementAttacked
- CharacterAttacksAlly
- CharacterBecomesFactionLeader
- CharacterBesiegesSettlement
- CharacterBlockadedPort
- CharacterBrokePortBlockade
- CharacterBuildingCompleted
- CharacterCanLiberate
- CharacterCandidateBecomesMinister
- CharacterCharacterTargetAction
- CharacterComesOfAge
- CharacterCompletedBattle
- CharacterCreated
- CharacterDamagedByDisaster
- CharacterDeselected
- CharacterDiscovered
- CharacterDisembarksNavy
- CharacterEmbarksNavy
- CharacterEntersAttritionalArea
- CharacterEntersGarrison
- CharacterFactionCompletesResearch
- CharacterFamilyRelationDied
- CharacterGarrisonTargetAction
- CharacterGeneralDiedInBattle
- CharacterInfoPanelOpened
- CharacterLeavesGarrison
- CharacterLootedSettlement
- CharacterMarriage
- CharacterMilitaryForceTraditionPointAllocated
- CharacterParticipatedAsSecondaryGeneralInBattle
- CharacterPerformsActionAgainstFriendlyTarget
- CharacterPoliticalAction
- CharacterPoliticalActionPoliticalMariage
- CharacterPoliticalAdoption
- CharacterPoliticalAssassination
- CharacterPoliticalBribe
- CharacterPoliticalDivorce
- CharacterPoliticalEmbezzleFunds
- CharacterPoliticalEntice
- CharacterPoliticalFlirt
- CharacterPoliticalGatherSupport
- CharacterPoliticalInsult
- CharacterPoliticalOrganizeGames
- CharacterPoliticalPartyProvoke
- CharacterPoliticalPartyPurge
- CharacterPoliticalPartySecureLoyalty
- CharacterPoliticalPraise
- CharacterPoliticalPromotion
- CharacterPoliticalProvoke
- CharacterPoliticalRumours
- CharacterPoliticalSecureLoyalty
- CharacterPoliticalSendDiplomat
- CharacterPoliticalSendEmissary
- CharacterPoliticalSendGift
- CharacterPoliticalSuicide
- CharacterPostBattleEnslave
- CharacterPostBattleRelease
- CharacterPostBattleSlaughter
- CharacterPromoted
- CharacterRankUp
- CharacterRankUpNeedsAncillary
- CharacterRelativeKilled
- CharacterSelected
- CharacterSettlementBesieged
- CharacterSettlementBlockaded
- CharacterSkillPointAllocated
- CharacterSuccessfulArmyBribe
- CharacterSuccessfulConvert
- CharacterSuccessfulDemoralise
- CharacterSuccessfulInciteRevolt
- CharacterSurvivesAssassinationAttempt
- CharacterTurnEnd
- CharacterTurnStart
- CharacterTurnStartCarthage
- CharacterTurnStartRome
- CharacterWoundedInAssassinationAttempt
- ClanBecomesVassal
- ComponentCreated
- ComponentLClickUp
- ComponentMouseOn
- ComponentMoved
- ConvertAttemptFailure
- CustomMission
- DemoraliseAttemptFailure
- DuelDemanded
- DummyEvent
- EncylopediaEntryRequested
- EventMessageOpenedBattle
- EventMessageOpenedCampaign
- FactionAboutToEndTurn
- FactionBattleDefeat
- FactionBattleVictory
- FactionBecomesLiberationProtectorate
- FactionBecomesLiberationVassal
- FactionBecomesShogun
- FactionBecomesWorldLeader
- FactionBeginTurnPhaseNormal
- FactionCapturesKyoto
- FactionCapturesWorldCapital
- FactionCivilWarEnd
- FactionEncountersOtherFaction
- FactionFameLevelUp
- FactionGovernmentTypeChanged
- FactionLeaderDeclaresWar
- FactionLeaderIssuesEdict
- FactionLeaderSignsPeaceTreaty
- FactionPoliticsGovernmentActionTriggered
- FactionPoliticsGovernmentTypeChanged
- FactionRoundStart
- FactionSecessionEnd
- FactionSubjugatesOtherFaction
- FactionTurnEnd
- FactionTurnStart
- FirstTickAfterNewCampaignStarted
- FirstTickAfterWorldCreated
- ForceAdoptsStance
- FortSelected
- FrontendScreenTransition
- GarrisonAttackedEvent
- GarrisonOccupiedEvent
- GarrisonResidenceCaptured
- GovernorshipTaxRateChanged
- HistoricBattleEvent
- HistoricalCharacters
- HistoricalEvents
- HudRefresh
- InciteRevoltAttemptFailure
- IncomingMessage
- LandTradeRouteRaided
- LoadingGame
- LoadingScreenDismissed
- LocationEntered
- LocationUnveiled
- MPLobbyChatCreated
- MapIconMoved
- MissionCancelled
- MissionCheckAssassination
- MissionCheckBlockadePort
- MissionCheckBuild
- MissionCheckCaptureCity
- MissionCheckDuel
- MissionCheckEngageCharacter
- MissionCheckEngageFaction
- MissionCheckGainMilitaryAccess
- MissionCheckMakeAlliance
- MissionCheckMakeTradeAgreement
- MissionCheckRecruit
- MissionCheckResearch
- MissionCheckSpyOnCity
- MissionEvaluateAssassination
- MissionEvaluateBlockadePort
- MissionEvaluateBuild
- MissionEvaluateCaptureCity
- MissionEvaluateDuel
- MissionEvaluateEngageCharacter
- MissionEvaluateEngageFaction
- MissionEvaluateGainMilitaryAccess
- MissionEvaluateMakeAlliance
- MissionEvaluateMakeTradeAgreement
- MissionEvaluateRecruit
- MissionEvaluateResearch
- MissionEvaluateSpyOnCity
- MissionFailed
- MissionIssued
- MissionNearingExpiry
- MissionSucceeded
- ModelCreated
- MovementPointsExhausted
- MultiTurnMove
- NewCampaignStarted
- NewSession
- PanelAdviceRequestedBattle
- PanelAdviceRequestedCampaign
- PanelClosedBattle
- PanelClosedCampaign
- PanelOpenedBattle
- PanelOpenedCampaign
- PendingBankruptcy
- PendingBattle
- PositiveDiplomaticEvent
- PreBattle
- RecruitmentItemIssuedByPlayer
- RegionChangedFaction
- RegionGainedDevlopmentPoint
- RegionIssuesDemands
- RegionRebels
- RegionRiots
- RegionSelected
- RegionStrikes
- RegionTurnEnd
- RegionTurnStart
- ResearchCompleted
- ResearchStarted
- SabotageAttemptFailure
- SabotageAttemptSuccess
- SavingGame
- ScriptedAgentCreated
- ScriptedAgentCreationFailed
- ScriptedCharacterUnhidden
- ScriptedCharacterUnhiddenFailed
- ScriptedForceCreated
- SeaTradeRouteRaided
- SettlementDeselected
- SettlementOccupied
- SettlementSelected
- ShortcutTriggered
- SiegeLifted
- SlotOpens
- SlotRoundStart
- SlotSelected
- SlotTurnStart
- StartRegionPopupVisible
- StartRegionSelected
- TechnologyInfoPanelOpenedCampaign
- TestEvent
- TimeTrigger
- TooltipAdvice
- TouchUsed
- TradeLinkEstablished
- TradeNodeConnected
- TradeRouteEstablished
- UICreated
- UIDestroyed
- UngarrisonedFort
- UnitCompletedBattle
- UnitCreated
- UnitSelectedCampaign
- UnitTrained
- UnitTurnEnd
- VictoryConditionFailed
- VictoryConditionMet
- WorldCreated
- historical_events
AdviceDismissed
No parameters documented.
AdviceFinishedTrigger
Notify scripters when current advice has finished playing
Engine Code: ADVICE_FINISHED_EVENT
Context Parameters:
Sound
AdviceIssued
No parameters documented.
AdviceSuperseded
No parameters documented.
AreaCameraEntered
Fired when the camera enters an area trigger
Engine Code: AREA_TRIGGER_CAMERA_ENTER_EVENT
Context Parameters:
UniString trigger name
AreaCameraExited
Fired when the camera exits an area trigger
Engine Code: AREA_TRIGGER_CAMERA_EXIT_EVENT
Context Parameters:
UniString trigger name
AreaEntered
Fired when a piece enters an area trigger
Engine Code: AREA_TRIGGER_ENTER_EVENT
Context Parameters:
UniString trigger nameCHARACTER character who entered
AreaExited
Fired when a piece exits an area trigger
Engine Code: AREA_TRIGGER_EXIT_EVENT
Context Parameters:
UniString trigger nameCHARACTER character who exited
ArmyBribeAttemptFailure
No parameters documented.
ArmySabotageAttemptFailure
No parameters documented.
ArmySabotageAttemptSuccess
No parameters documented.
AssassinationAttemptCriticalSuccess
No parameters documented.
AssassinationAttemptFailure
No parameters documented.
AssassinationAttemptSuccess
No parameters documented.
BattleBoardingActionCommenced
Fired each time a ship commences the boarding of an enemy vessel
Engine Code: BATTLE_BOARDING_ACTION_COMMENCED
Context Parameters:
Battle
BattleBoardingShip
Gets triggered when the order to board a ship is issued
Engine Code: BATTLE_BOARDING_SHIP
Context Parameters:
Battle
BattleCommandingShipRouts
The ship containing the fleet admiral has just routed
Engine Code: BATTLE_COMMANDING_SHIP_ROUTS
Context Parameters:
Naval Battle
BattleCommandingUnitRouts
Fires off an event for when a unit that has a commanding general attached to it routs
Engine Code: BATTLE_COMMANDING_UNIT_ROUTS
Context Parameters:
Land Battle
BattleCompleted
A battle has been completed on the campaign map
Engine Code: BATTLE_COMPLETED
Context Parameters:
Campaign model
BattleConflictPhaseCommenced
Fired once at the start of conflict
Engine Code: BATTLE_CONFLICT_PHASE_COMMENCED
Context Parameters:
Battle
BattleDeploymentPhaseCommenced
Fired once at the start of deployment
Engine Code: BATTLE_DEPLOYMENT_PHASE_COMMENCED
Context Parameters:
Battle
BattleFortPlazaCaptureCommenced
Fired each time an attacking unit starts capturing the capture location inside a fort
Engine Code: BATTLE_FORT_PLAZA_CAPTURE_COMMENCED
Context Parameters:
Battle
BattleShipAttacksEnemyShip
Gets fired off for every attack order executed by a ship
Engine Code: BATTLE_SHIP_ATTACKS_ENEMY_SHIP
Context Parameters:
Battle
BattleShipCaughtFire
A ship just caught fire
Engine Code: BATTLE_SHIP_CAUGHT_FIRE
Context Parameters:
Battle
BattleShipMagazineExplosion
Fired off when a ship explodes
Engine Code: BATTLE_SHIP_MAGAZINE_EXPLOSION
Context Parameters:
Battle
BattleShipRouts
Fires off whenever a ship enters the rout state of morale
Engine Code: BATTLE_SHIP_ROUTS
Context Parameters:
Naval Battle
BattleShipRunAground
Fired off when a ship collides with the terrain
Engine Code: BATTLE_SHIP_RUN_AGROUND
Context Parameters:
Naval Battle
BattleShipSailingIntoWind
Fired off when a ship is sailing approximately into the wind
Engine Code: BATTLE_SHIP_SAILING_INTO_WIND
Context Parameters:
Naval Battle
BattleShipSurrendered
Fired off when a ship surrenders
Engine Code: BATTLE_SHIP_SURRENDERED
Context Parameters:
Naval Battle
BattleUnitAttacksBuilding
Gets fired off for every attack order executed by a unit
Engine Code: BATTLE_UNIT_ATTACKS_BUILDING
Context Parameters:
Battle
BattleUnitAttacksEnemyUnit
Gets fired off for every attack order executed by a unit
Engine Code: BATTLE_UNIT_ATTACKS_ENEMY_UNIT
Context Parameters:
Battle
BattleUnitAttacksWalls
Gets fired off for every attack order executed by a unit when attacking a fort building
Engine Code: BATTLE_UNIT_ATTACKS_WALLS
Context Parameters:
Battle
BattleUnitCapturesBuilding
Gets fired each time a building has a new alliance as an owner, initiated by a unit
Engine Code: BATTLE_UNIT_CAPTURES_BUILDING
Context Parameters:
Battle
BattleUnitDestroysBuilding
Gets fired each time a building gets destroyed by a unit
Engine Code: BATTLE_UNIT_DESTROYS_BUILDING
Context Parameters:
Battle
BattleUnitRouts
Fires off an event for when a unit enters rout.
Engine Code: BATTLE_UNIT_ROUTS
Context Parameters:
Land Battle
BattleUnitUsingBuilding
No parameters documented.
BattleUnitUsingWall
Fires off when a unit attaches itself to a wall
Engine Code: BATTLE_UNIT_USING_WALL
Context Parameters:
Battle
BuildingCardSelected
Fires when a building card is clicked on on the hud
Engine Code: BUILDING_CARD_SELECTED
Context Parameters:
String (building record key)
BuildingCompleted
A building has been completed
Engine Code: BUILDING_COMPLETED_EVENT
Context Parameters:
Building level record
BuildingConstructionIssuedByPlayer
Fired when the player adds a building to the queue
Engine Code: BUILDING_CONSTRUCTION_ISSUED_BY_PLAYER
Context Parameters:
building level
BuildingInfoPanelOpenedCampaign
triggers when the building info panel is opened by the user in the campaign game
Engine Code: BUILDING_INFO_PANEL_OPEN_EVENT_CAMPAIGN
Context Parameters:
string
CameraMoverCancelled
When the camera controller is cancelled before completion
Engine Code: CAMERA_MOVER_CANCELLED
Context Parameters:
MAP_LOCATION
CameraMoverFinished
When the camera reaches the end of its path, or when another camera transition cuts in
Engine Code: CAMERA_MOVER_FINISHED
Context Parameters:
MAP_LOCATION
CampaignArmiesMerge
Two campaign armies merge
Engine Code: MILITARY_FORCE_MERGE_EVENT
Context Parameters:
Charactercharacter target
CampaignBuildingDamaged
A building is damaged
Engine Code: BUILDING_DAMAGED_EVENT
Context Parameters:
Region slot
CampaignCoastalAssaultOnCharacter
Fired when a character initiates a coastal assault on a character
Engine Code: CHARACTER_COASTAL_CHARACTER_ASSAULT
Context Parameters:
Character
CampaignCoastalAssaultOnGarrison
Fired when a character initiates a coastal assault on a garrison
Engine Code: CHARACTER_COASTAL_GARRISON_ASSAULT
Context Parameters:
Character
CampaignEffectsBundleAwarded
A faction has gained an effect bundle
Engine Code: FACTION_AWARDED_EFFECT_BUNDLE
Context Parameters:
Faction
CampaignSettlementAttacked
No parameters documented.
CharacterAttacksAlly
A character has attacked an ally
Engine Code: CHARACTER_ATTACKS_ALLY_EVENT
Context Parameters:
Character
CharacterBecomesFactionLeader
A character has become faction leader
Engine Code: CHARACTER_BECOMES_FACTION_LEADER
Context Parameters:
Character
CharacterBesiegesSettlement
Fired when a character besieges a settlement
Engine Code: CHARACTER_BESIEGES_SETTLEMENT
Context Parameters:
Character
CharacterBlockadedPort
A character successfully blockades a port
Engine Code: CHARACTER_BLOCKADED_PORT_EVENT
Context Parameters:
Character
CharacterBrokePortBlockade
A character successfully broke a port blockade
Engine Code: CHARACTER_BROKE_PORT_BLOCKADE_EVENT
Context Parameters:
Character
CharacterBuildingCompleted
A building has been completed
Engine Code: CHARACTER_BUILDING_COMPLETED_EVENT
Context Parameters:
Building level recordCharacter
CharacterCanLiberate
A character was given the opportunity to liberate a region
Engine Code: CHARACTER_CAN_LIBERATE_EVENT
Context Parameters:
Character
CharacterCandidateBecomesMinister
Fired when a candidate becomes a minister
Engine Code: CHARACTER_CANDIDATE_BECOMES_MINISER
Context Parameters:
Character
CharacterCharacterTargetAction
A character has performed an agent action against a character
Engine Code: CHARACTER_CHARACTER_TARGET_ACTION_EVENT
Context Parameters:
Character
CharacterComesOfAge
An agent has failed to bribe an enemy army
Engine Code: CHARACTER_COMES_OF_AGE
Context Parameters:
Character
CharacterCompletedBattle
A character took part in a battle and didn't die
Engine Code: CHARACTER_COMPLETED_BATTLE
Context Parameters:
Character
CharacterCreated
Fired when a character is created
Engine Code: CHARACTER_CREATION
Context Parameters:
Character
CharacterDamagedByDisaster
No parameters documented.
CharacterDeselected
triggers when a character has been deselected on the campaign map
Engine Code: CHARACTER_DESELECTED_EVENT
Context Parameters:
Empty string
CharacterDiscovered
Fired when an character is discovered
Engine Code: CHARACTER_DISCOVERED
Context Parameters:
Character
CharacterDisembarksNavy
A character disembarks a navy
Engine Code: CHARACTER_DISEMBARKS_NAVY
Context Parameters:
Character
CharacterEmbarksNavy
A character embarks on a navy
Engine Code: CHARACTER_EMBARKS_NAVY
Context Parameters:
Character
CharacterEntersAttritionalArea
Fired when a characters ends its movement in a position where it will suffer attrition
Engine Code: CHARACTER_ENTERS_ATTRITIONAL_AREA
Context Parameters:
Character
CharacterEntersGarrison
A character enters a garrison (settlement, slot or fort)
Engine Code: CHARACTER_ENTERS_GARRISON
Context Parameters:
GarrisonCharacter
CharacterFactionCompletesResearch
research completed
Engine Code: CHARACTER_FACTION_COMPLETES_RESEARCH
Context Parameters:
Characters faction has research a technology
CharacterFamilyRelationDied
A character's immediate family member has died
Engine Code: CHARACTER_FAMILY_RELATION_DIED_EVENT
Context Parameters:
Character
CharacterGarrisonTargetAction
A character has performed an agent action against a garrison
Engine Code: CHARACTER_GARRISON_TARGET_ACTION_EVENT
Context Parameters:
Character
CharacterGeneralDiedInBattle
A character took part in a battle as a general and died
Engine Code: CHARACTER_GENERAL_DIED_IN_BATTLE
Context Parameters:
Character
CharacterInfoPanelOpened
triggers the character information panel has been opened
Engine Code: CHARACTER_INFO_PANEL_OPENED
Context Parameters:
characterfaction
CharacterLeavesGarrison
A character leaves a garrison (settlement, slot or fort)
Engine Code: CHARACTER_LEAVES_GARRISON
Context Parameters:
GarrisonCharacter
CharacterLootedSettlement
A character loots a settlement
Engine Code: CHARACTER_LOOTS_SETTLEMENT
Context Parameters:
Character
CharacterMarriage
A character has married
Engine Code: CHARACTER_MARRIES
Context Parameters:
Character
CharacterMilitaryForceTraditionPointAllocated
Fired when a military force is assigned a tradition point
Engine Code: CHARACTER_MILITARY_FORCE_TRADITION_POINT_ALLOCATED
Context Parameters:
Character
CharacterParticipatedAsSecondaryGeneralInBattle
A character took part in a battle as a secondary general and didn't die
Engine Code: CHARACTER_PARTICIPATED_AS_SECONDARY_GENERAL_IN_BATTLE
Context Parameters:
Character
CharacterPerformsActionAgainstFriendlyTarget
Fired when an agent ends turn in a settlement or army
Engine Code: CHARACTER_PERFORMS_ACTION_AGAINST_FRIENDLY_TARGET
Context Parameters:
Character
CharacterPoliticalAction
Fired when a character performs a political action
Engine Code: CHARACTER_POLITICAL_ACTION
Context Parameters:
Character
CharacterPoliticalActionPoliticalMariage
Fired when a character is married politically
Engine Code: CHARACTER_POLITICAL_ACTION_POLITICAL_MARRIAGE
Context Parameters:
Character
CharacterPoliticalAdoption
Fired when a character is adopted
Engine Code: CHARACTER_POLITICAL_ADOPTION
Context Parameters:
Character
CharacterPoliticalAssassination
Fired when a character is assassinated
Engine Code: CHARACTER_POLITICAL_ASSASSINATION
Context Parameters:
Character
CharacterPoliticalBribe
Fired when a character is bribed
Engine Code: CHARACTER_POLITICAL_BRIBE
Context Parameters:
Character
CharacterPoliticalDivorce
Fired when a character is divorced politically
Engine Code: CHARACTER_POLITICAL_DIVORCE
Context Parameters:
Character
CharacterPoliticalEmbezzleFunds
Fired when Embezzle Funds political action executed
Engine Code: CHARACTER_POLITICAL_EMBEZZLE_FUNDS
Context Parameters:
Character
CharacterPoliticalEntice
Fired when Entice political action executed
Engine Code: CHARACTER_POLITICAL_ENTICE
Context Parameters:
Character
CharacterPoliticalFlirt
Fired when Flirt political action executed
Engine Code: CHARACTER_POLITICAL_FLIRT
Context Parameters:
Character
CharacterPoliticalGatherSupport
Fired when Gather Support political action executed
Engine Code: CHARACTER_POLITICAL_GATHER_SUPPORT
Context Parameters:
Character
CharacterPoliticalInsult
Fired when Insult political action executed
Engine Code: CHARACTER_POLITICAL_INSULT
Context Parameters:
Character
CharacterPoliticalOrganizeGames
Fired when Organize Games political action executed
Engine Code: CHARACTER_POLITICAL_ORGANIZE_GAMES
Context Parameters:
Character
CharacterPoliticalPartyProvoke
Fired when Party Provoke political action executed
Engine Code: CHARACTER_POLITICAL_PARTY_PROVOKE
Context Parameters:
Character
CharacterPoliticalPartyPurge
Fired when Party Purge political action executed
Engine Code: CHARACTER_POLITICAL_PARTY_PURGE
Context Parameters:
Character
CharacterPoliticalPartySecureLoyalty
Fired when Party Secure Loyalty political action executed
Engine Code: CHARACTER_POLITICAL_PARTY_SECURE_LOYALTY
Context Parameters:
Character
CharacterPoliticalPraise
Fired when Praise political action executed
Engine Code: CHARACTER_POLITICAL_PRAISE
Context Parameters:
Character
CharacterPoliticalPromotion
Fired when character secure promoted
Engine Code: CHARACTER_POLITICAL_PROMOTION
Context Parameters:
Character
CharacterPoliticalProvoke
Fired when Provoke political action executed
Engine Code: CHARACTER_POLITICAL_PROVOKE
Context Parameters:
Character
CharacterPoliticalRumours
Fired when rumours are spread about a character
Engine Code: CHARACTER_POLITICAL_RUMOURS
Context Parameters:
Character
CharacterPoliticalSecureLoyalty
Fired when Insult political action executed
Engine Code: CHARACTER_POLITICAL_SECURE_LOYALTY
Context Parameters:
Character
CharacterPoliticalSendDiplomat
Fired when Organize Games political action executed
Engine Code: CHARACTER_POLITICAL_SEND_DIPLOMAT
Context Parameters:
Character
CharacterPoliticalSendEmissary
Fired when Send Emissary political action executed
Engine Code: CHARACTER_POLITICAL_SEND_EMISSARY
Context Parameters:
Character
CharacterPoliticalSendGift
Fired when Send Gift political action executed
Engine Code: CHARACTER_POLITICAL_SEND_GIFT
Context Parameters:
Character
CharacterPoliticalSuicide
Fired when a character suicides
Engine Code: CHARACTER_POLITICAL_SUICIDE
Context Parameters:
Character
CharacterPostBattleEnslave
Occurs when a user selects to enslave prisoners after a battle
Engine Code: CHARACTER_POSTBATTLE_ENSLAVE_EVENT
Context Parameters:
User is selecting fate of prisoners
CharacterPostBattleRelease
Occurs when a user selects to release prisoners after a battle
Engine Code: CHARACTER_POSTBATTLE_RELEASE_EVENT
Context Parameters:
User is selecting fate of prisoners
CharacterPostBattleSlaughter
Occurs when a user selects to slaughter prisoners after a battle
Engine Code: CHARACTER_POSTBATTLE_SLAUGHTER_EVENT
Context Parameters:
User is selecting fate of prisoners
CharacterPromoted
A character has been promoted
Engine Code: CHARACTER_PROMOTED_EVENT
Context Parameters:
Character
CharacterRankUp
Fired when a character ranks up
Engine Code: CHARACTER_RANK_UP
Context Parameters:
Character
CharacterRankUpNeedsAncillary
Fired when a character ranks up and needs an ancillary generated
Engine Code: CHARACTER_RANK_UP_NEEDS_ANCILLARY
Context Parameters:
Character
CharacterRelativeKilled
An agent has failed to bribe an enemy army
Engine Code: CHARACTER_RELATIVE_KILLED
Context Parameters:
Character
CharacterSelected
Fired when a character is selected
Engine Code: CHARACTER_SELECTED_EVENT
Context Parameters:
Character
CharacterSettlementBesieged
Fired when a settlement garrisoned by a character is besieged
Engine Code: SETTLEMENT_BESIEGED
Context Parameters:
Garrison Residence
CharacterSettlementBlockaded
Fired when a settlement garrisoned by a character is besieged
Engine Code: SETTLEMENT_BLOCKADED
Context Parameters:
Garrison Residence
CharacterSkillPointAllocated
Fired when an character has a skill point allocated
Engine Code: CHARACTER_SKILL_POINT_ALLOCATED
Context Parameters:
Character
CharacterSuccessfulArmyBribe
No parameters documented.
CharacterSuccessfulConvert
No parameters documented.
CharacterSuccessfulDemoralise
No parameters documented.
CharacterSuccessfulInciteRevolt
No parameters documented.
CharacterSurvivesAssassinationAttempt
No parameters documented.
CharacterTurnEnd
Fired for every character at the start of their turn
Engine Code: CHARACTER_END_TURN_EVENT
Context Parameters:
Character
CharacterTurnStart
Fired for every character at the start of their turn
Engine Code: CHARACTER_START_TURN_EVENT
Context Parameters:
Character
CharacterTurnStartCarthage
Fired for every character at the start of their turn
Engine Code: CHARACTER_START_TURN_EVENT_CARTHAGE
Context Parameters:
Character
CharacterTurnStartRome
Fired for every character at the start of their turn
Engine Code: CHARACTER_START_TURN_EVENT_ROME
Context Parameters:
Character
CharacterWoundedInAssassinationAttempt
No parameters documented.
ClanBecomesVassal
A clan has become a vassal
Engine Code: FACTION_BECOMES_VASSAL
Context Parameters:
Faction
ComponentCreated
Fires when a Component is first created (at end of RunScript)
Engine Code: COMPONENT_CREATED_EVENT
Context Parameters:
String (name of the Component)Component ( this )
ComponentLClickUp
Triggered when a user clicks on any component
Engine Code: COMPONENT_LCLICK_EVENT
Context Parameters:
String (ComponentType condition)Component
ComponentMouseOn
Triggered when a user mouses over any component
Engine Code: COMPONENT_MOUSEON_EVENT
Context Parameters:
String (ComponentType condition)Component
ComponentMoved
Triggered when a user releases the left button after dragging an item
Engine Code: COMPONENT_MOVED_EVENT
Context Parameters:
String (ComponentType condition)Component
ConvertAttemptFailure
No parameters documented.
CustomMission
Internal event: does not fire and cannot be used in the script
Engine Code: CUSTOM_MISSION_EVENT
Context Parameters:
Cannot be used in LUA
DemoraliseAttemptFailure
No parameters documented.
DuelDemanded
No parameters documented.
DummyEvent
No parameters documented.
EncylopediaEntryRequested
Fired when an advice button is pressed.
Engine Code: ENCYCLOPEDIA_ENTRY_REQUESTED
Context Parameters:
String
EventMessageOpenedBattle
triggers when a dropdown message is opened by the user
Engine Code: MESSAGE_OPENED_EVENT_BATTLE
Context Parameters:
string (event name)
EventMessageOpenedCampaign
triggers when a dropdown message is opened by the user
Engine Code: MESSAGE_OPENED_EVENT_CAMPAIGN
Context Parameters:
string (event name)
FactionAboutToEndTurn
Faction about to end it's turn
Engine Code: FACTION_ABOUT_TO_END_TURN
Context Parameters:
Faction
FactionBattleDefeat
Fired when faction lose a battle
Engine Code: FACTION_BATTLE_DEFEAT
Context Parameters:
Faction
FactionBattleVictory
Fired when faction wins a battle
Engine Code: FACTION_BATTLE_VICTORY
Context Parameters:
Faction
FactionBecomesLiberationProtectorate
No parameters documented.
FactionBecomesLiberationVassal
A faction has liberated another faction
Engine Code: FACTION_BECOMES_LIBERATION_VASSAL_EVENT
Context Parameters:
Faction
FactionBecomesShogun
Context Parameters:
faction
FactionBecomesWorldLeader
A faction has become world leader
Engine Code: FACTION_BECOMES_WORLD_LEADER_EVENT
Context Parameters:
Faction
FactionBeginTurnPhaseNormal
Faction begins its Normal turn phase
Engine Code: FACTION_BEGIN_TURN_PHASE_NORMAL
Context Parameters:
Faction
FactionCapturesKyoto
Context Parameters:
faction
FactionCapturesWorldCapital
A faction has captured the world capital
Engine Code: FACTION_CAPTURES_WORLD_CAPITAL_EVENT
Context Parameters:
Faction
FactionCivilWarEnd
Fired when civil war in faction ends
Engine Code: FACTION_CIVIL_WAR_END
Context Parameters:
Faction
FactionEncountersOtherFaction
A faction encounters another faction
Engine Code: FACTION_ENCOUNTERS_OTHER_FACTION
Context Parameters:
Faction
FactionFameLevelUp
Faction fame as gone up a level
Engine Code: FACTION_FAME_LEVELUP
Context Parameters:
Faction
FactionGovernmentTypeChanged
The factions government type has changed
Engine Code: FACTION_GOVERNMENT_TYPE_CHANGED
Context Parameters:
Faction
FactionLeaderDeclaresWar
War has been declared
Engine Code: FACTION_LEADER_DECLARES_WAR
Context Parameters:
Character
FactionLeaderIssuesEdict
Fired when a faction issues an edict
Engine Code: FACTION_LEADER_ISSUES_EDICT
Context Parameters:
Faction
FactionLeaderSignsPeaceTreaty
A peace treaty has been signed
Engine Code: FACTION_LEADER_SIGNS_PEACE_TREATY
Context Parameters:
Character
FactionPoliticsGovernmentActionTriggered
Fired when a custom scripted action must be executed for a particular politics government type
Engine Code: FACTION_POLITICS_GOVERNMENT_ACTION_TRIGGERED
Context Parameters:
Faction
FactionPoliticsGovernmentTypeChanged
Fired when politics government type has changed
Engine Code: FACTION_POLITICS_GOVERNMENT_TYPE_CHANGED
Context Parameters:
Faction
FactionRoundStart
Faction starts the round
Engine Code: FACTION_START_ROUND
Context Parameters:
Faction
FactionSecessionEnd
Fired when secession in faction ends
Engine Code: FACTION_SECESSION_END
Context Parameters:
Faction
FactionSubjugatesOtherFaction
A faction subjugates another faction
Engine Code: FACTION_SUBJUGATES_OTHER_FACTION
Context Parameters:
Faction
FactionTurnEnd
Faction ends it's turn
Engine Code: FACTION_END_TURN
Context Parameters:
Faction
FactionTurnStart
Faction starts it's turn
Engine Code: FACTION_START_TURN
Context Parameters:
Faction
FirstTickAfterNewCampaignStarted
A new campaign game has being started and the first tick is just being done - not triggered when processing startpos. Guarantees UI is open.
Engine Code: FIRST_TICK_AFTER_NEW_CAMPAIGN_STARTED
Context Parameters:
DAT_1173e900
FirstTickAfterWorldCreated
First tick after a game was started or loaded
Engine Code: FIRST_TICK_AFTER_WORLD_CREATED
Context Parameters:
DAT_1173e900
ForceAdoptsStance
Fired when an characters military force changes stance
Engine Code: FORCE_ADOPTS_STANCE
Context Parameters:
Character
FortSelected
No parameters documented.
FrontendScreenTransition
triggers we change screens in the frontend
Engine Code: FRONTEND_TRANSITION_EVENT
Context Parameters:
string (name of layout transitioned to)
GarrisonAttackedEvent
DAT_1173dad0
Engine Code: GARRISON_ATTACKED_EVENT
Context Parameters:
DAT_1173dad0
GarrisonOccupiedEvent
DAT_1173dad0
Engine Code: GARRISON_OCCUPIED_EVENT
Context Parameters:
DAT_1173dad0
GarrisonResidenceCaptured
A garrison residence (settlement, fort, port &c.) has been captured
Engine Code: GARRISON_RESIDENCE_CAPTURED
Context Parameters:
Garrison residence
GovernorshipTaxRateChanged
A tax rate in a governorship has changed
Engine Code: GOVERNORSHIP_TAX_RATE_CHANGE
Context Parameters:
Governorship
HistoricBattleEvent
Events fired from Historic battle, will send the name of next battle to be played !
Engine Code: HISTORIC_BATTLE_EVENTS
Context Parameters:
String
HistoricalCharacters
DAT_1173dad0
Engine Code: HISTORICAL_CHARACTER_GENERATION_EVENT
Context Parameters:
List of possible historical characters
HistoricalEvents
DAT_1173dad0
Engine Code: HISTORICAL_EVENTS_EVENT
Context Parameters:
List of possible historical events
HudRefresh
triggers when the HUD is reconstructed
Engine Code: HUD_REFRESH_EVENT
Context Parameters:
Empty string
InciteRevoltAttemptFailure
No parameters documented.
IncomingMessage
triggers when a dropdown message first starts falling down the screen
Engine Code: INCOMING_MESSAGE_EVENT
Context Parameters:
string (event name)
LandTradeRouteRaided
A character has raided a land trade route
Engine Code: LAND_TRADE_ROUTE_ATTACKED_EVENT
Context Parameters:
CharacterPosition
LoadingGame
A game is being loaded
Engine Code: LOAD_GAME_EVENT
Context Parameters:
FileHandle
LoadingScreenDismissed
triggers when loading screen dismissed by player
Engine Code: LOADING_SCREEN_DISMISSED_EVENT
Context Parameters:
Empty string
LocationEntered
When a piece enters a location trigger, fire ony once per trigger
Engine Code: LOCATION_ENTERED_EVENT
Context Parameters:
MAP_LOCATIONthe piece that entered
LocationUnveiled
When the location becomes visible for the first time
Engine Code: LOCATION_UNVEILED_EVENT
Context Parameters:
MAP_LOCATIONthe piece that unveiled the area
MPLobbyChatCreated
No parameters documented.
MapIconMoved
No parameters documented.
MissionCancelled
A mission has been cancelled - ie is no longer viable
Engine Code: MISSION_CANCELLED
Context Parameters:
Missionmission managerfaction of mission managercampaign model
MissionCheckAssassination
No parameters documented.
MissionCheckBlockadePort
No parameters documented.
MissionCheckBuild
No parameters documented.
MissionCheckCaptureCity
No parameters documented.
MissionCheckDuel
No parameters documented.
MissionCheckEngageCharacter
No parameters documented.
MissionCheckEngageFaction
No parameters documented.
MissionCheckGainMilitaryAccess
No parameters documented.
MissionCheckMakeAlliance
No parameters documented.
MissionCheckMakeTradeAgreement
No parameters documented.
MissionCheckRecruit
No parameters documented.
MissionCheckResearch
No parameters documented.
MissionCheckSpyOnCity
No parameters documented.
MissionEvaluateAssassination
No parameters documented.
MissionEvaluateBlockadePort
No parameters documented.
MissionEvaluateBuild
No parameters documented.
MissionEvaluateCaptureCity
No parameters documented.
MissionEvaluateDuel
No parameters documented.
MissionEvaluateEngageCharacter
No parameters documented.
MissionEvaluateEngageFaction
No parameters documented.
MissionEvaluateGainMilitaryAccess
No parameters documented.
MissionEvaluateMakeAlliance
No parameters documented.
MissionEvaluateMakeTradeAgreement
No parameters documented.
MissionEvaluateRecruit
No parameters documented.
MissionEvaluateResearch
No parameters documented.
MissionEvaluateSpyOnCity
No parameters documented.
MissionFailed
The player has failed a mission
Engine Code: MISSION_FAILED
Context Parameters:
Missionmission managerfaction of mission managercampaign model
MissionIssued
A mission has been issued to the player
Engine Code: MISSION_ISSUED
Context Parameters:
Missionmission managerfaction of mission managercampaign model
MissionNearingExpiry
A mission only has a quarter of its time left before its too late to complete it
Engine Code: MISSION_NEARING_EXPIRY
Context Parameters:
Missionmission managerfaction of mission managercampaign model
MissionSucceeded
A mission has been successfully completed
Engine Code: MISSION_SUCCEEDED
Context Parameters:
Missionmission managerfaction of mission managercampaign model
ModelCreated
A game is being started or loaded, at this point the most vital parts pf the game are initialized
Engine Code: MODEL_CREATED
Context Parameters:
DAT_1173e900
MovementPointsExhausted
A general can move no more
Engine Code: CHARACTER_ACTION_POINTS_EXHAUSTED
Context Parameters:
Character
MultiTurnMove
A character has been issued a movement that will take more than one turn
Engine Code: CHARACTER_MULTITURN_MOVE_ISSUED_EVENT
Context Parameters:
Character
NewCampaignStarted
A new campaign game is being started - called exactly once during a campaign, when it is created for the first time - NOT called when loading, NOT called when processing startpos
Engine Code: NEW_CAMPAIGN_STARTED
Context Parameters:
DAT_1173e900
NewSession
A game is being started, could be a new game or loading a save game
Engine Code: NEW_GAME_EVENT
Context Parameters:
model access
PanelAdviceRequestedBattle
triggers when the user clicks on the request advice button on a panel in battle
Engine Code: PANEL_ADVICE_EVENT_BATTLE
Context Parameters:
string
PanelAdviceRequestedCampaign
triggers when the user clicks on the request advice button on a panel in the campaign game
Engine Code: PANEL_ADVICE_EVENT_CAMPAIGN
Context Parameters:
string
PanelClosedBattle
triggers when a ui panel is closed by the user in battle
Engine Code: PANEL_CLOSED_EVENT_BATTLE
Context Parameters:
string
PanelClosedCampaign
triggers when a ui panel is closed by the user in the campaign game
Engine Code: PANEL_CLOSED_EVENT_CAMPAIGN
Context Parameters:
string
PanelOpenedBattle
triggers when a ui panel is opened by the user in battle
Engine Code: PANEL_OPEN_EVENT_BATTLE
Context Parameters:
string
PanelOpenedCampaign
triggers when a ui panel is opened by the user in the campaign game
Engine Code: PANEL_OPEN_EVENT_CAMPAIGN
Context Parameters:
string
PendingBankruptcy
The faction is about to go bankrupt
Engine Code: FACTION_PENDING_BANKRUPTCY_EVENT
Context Parameters:
Faction
PendingBattle
A battle is about to occur
Engine Code: PENDING_BATTLE_EVENT
Context Parameters:
The character and faction initiating the battle
PositiveDiplomaticEvent
Fires when a user performs a positive diplomatic action
Engine Code: POSITIVE_DIPLOMATIC_EVENT
Context Parameters:
DAT_1173e900
PreBattle
No parameters documented.
RecruitmentItemIssuedByPlayer
Fired when the player selects adds a unit to the queue
Engine Code: RECRUITMENT_ITEM_ISSUED_BY_PLAYER
Context Parameters:
unit record
RegionChangedFaction
Fired when a region changes faction
Engine Code: REGION_CHANGED_FACTION
Context Parameters:
Region
RegionGainedDevlopmentPoint
Region gained a development point
Engine Code: REGION_GAINED_DEVELOPMENT_POINT
Context Parameters:
Region
RegionIssuesDemands
This region has issued demands
Engine Code: REGION_ISSUES_DEMANDS
Context Parameters:
Region
RegionRebels
This region has started rebelling
Engine Code: REGION_REBELS
Context Parameters:
Region
RegionRiots
This region has started riots
Engine Code: REGION_RIOTS
Context Parameters:
Region
RegionSelected
Fired when a region is selected
Engine Code: REGION_SELECTED_EVENT
Context Parameters:
Region
RegionStrikes
This region has started striking
Engine Code: REGION_STRIKES
Context Parameters:
Region
RegionTurnEnd
Region ends it's turn
Engine Code: REGION_END_TURN
Context Parameters:
Region
RegionTurnStart
Region starts it's turn
Engine Code: REGION_START_TURN
Context Parameters:
Region
ResearchCompleted
Research has been completed in this slot
Engine Code: RESEARCH_COMPLETED_EVENT
Context Parameters:
Technology recordfaction
ResearchStarted
Research has been started
Engine Code: RESEARCH_STARTED_EVENT
Context Parameters:
Technology recordfaction
SabotageAttemptFailure
No parameters documented.
SabotageAttemptSuccess
No parameters documented.
SavingGame
A game is being saveed
Engine Code: SAVE_GAME_EVENT
Context Parameters:
FileHandle
ScriptedAgentCreated
Fired when the an agent is created through script
Engine Code: SCRIPTED_AGENT_CREATED
Context Parameters:
String
ScriptedAgentCreationFailed
Fired when the an agent is unable to be created through script
Engine Code: SCRIPTED_AGENT_CREATION_FAILED
Context Parameters:
String
ScriptedCharacterUnhidden
Fired when a character is sucessfully unhidden by script
Engine Code: SCRIPTED_CHARACTER_UNHIDDEN
Context Parameters:
Character
ScriptedCharacterUnhiddenFailed
Fired when a character is unsucessfully unhidden by script
Engine Code: SCRIPTED_CHARACTER_UNHIDDEN_FAILED
Context Parameters:
Character
ScriptedForceCreated
Fired when the a force is created through script
Engine Code: SCRIPTED_FORCE_CREATED
Context Parameters:
String
SeaTradeRouteRaided
A character has raided a sea trade route
Engine Code: SEA_TRADE_ROUTE_ATTACKED_EVENT
Context Parameters:
CharacterPosition
SettlementDeselected
triggers when a settlement has been deselected on the campaign map
Engine Code: SETTLEMENT_DESELECTED_EVENT
Context Parameters:
Empty string
SettlementOccupied
No parameters documented.
SettlementSelected
Fired when the player selects a settlement on the map
Engine Code: SETTLEMENT_SELECTED_EVENT
Context Parameters:
Settlement
ShortcutTriggered
Fired when a keyboard shortcut is triggered
Engine Code: SHORTCUT_TRIGGERED
Context Parameters:
String
SiegeLifted
No parameters documented.
SlotOpens
A slot has just opened
Engine Code: REGION_SLOT_POPPED_EVENT
Context Parameters:
SlotRegion
SlotRoundStart
The start of round for this slot
Engine Code: REGION_SLOT_ROUND_START_EVENT
Context Parameters:
SlotRegion
SlotSelected
Fired when the player selects a settlement slot on the map
Engine Code: SLOT_SELECTED_EVENT
Context Parameters:
DAT_117a5ac0
SlotTurnStart
The start of turn for this slot
Engine Code: REGION_SLOT_START_TURN_EVENT
Context Parameters:
SlotRegion
StartRegionPopupVisible
No parameters documented.
StartRegionSelected
No parameters documented.
TechnologyInfoPanelOpenedCampaign
triggers when the technology info panel is opened by the user in the campaign game
Engine Code: TECHNOLOGY_INFO_PANEL_OPEN_EVENT_CAMPAIGN
Context Parameters:
string
TestEvent
Test event
Engine Code: TEST_EVENT
Context Parameters:
model
TimeTrigger
No parameters documented.
TooltipAdvice
triggers when a tooltip cycles though all of it's available lines (only happens at end of first sequence
Engine Code: TOOLTIP_ADVICE_EVENT
Context Parameters:
string
TouchUsed
Trigger when touch controls have been used
Engine Code: TOUCH_USED_EVENT
Context Parameters:
battle_ui
TradeLinkEstablished
No parameters documented.
TradeNodeConnected
Fired when a character enters a trade node and establishes a trade route
Engine Code: CHARACTER_ESTABLISHED_DOMESTIC_TRADE_ROUTE
Context Parameters:
Character
TradeRouteEstablished
A trade route has been established with this faction
Engine Code: TRADE_ROUTE_ESTABLISHED
Context Parameters:
Faction
UICreated
Fires when the UI is first created
Engine Code: UI_CREATED_EVENT
Context Parameters:
String (name of the UI)Component (root component of the ui)
UIDestroyed
Fires when the UI is destroyed
Engine Code: UI_DESTROYED_EVENT
Context Parameters:
String (name of the UI)
UngarrisonedFort
No parameters documented.
UnitCompletedBattle
A unit has completed the battle
Engine Code: UNIT_COMPLETED_BATTLE_EVENT
Context Parameters:
DAT_117af86c
UnitCreated
A unit has been created
Engine Code: UNIT_CREATION_EVENT
Context Parameters:
DAT_117af86c
UnitSelectedCampaign
Fires when a unit card is selected on the campaign map
Engine Code: UNIT_SELECTED_EVENT_CAMPAIGN
Context Parameters:
Unit (campaign)
UnitTrained
A unit is trained
Engine Code: UNIT_RECRUITED_EVENT
Context Parameters:
DAT_117af86c
UnitTurnEnd
A unit has ended its turn
Engine Code: UNIT_TURN_END_EVENT
Context Parameters:
DAT_117af86c
VictoryConditionFailed
No parameters documented.
VictoryConditionMet
No parameters documented.
WorldCreated
A game is being started or loaded, at this point the most vital parts of the game are initialized
Engine Code: WORLD_CREATED
Context Parameters:
DAT_1173e900
historical_events
No parameters documented.
