interfaces
battle_manager#
The battle_manager interface provides functions for managing various aspects of a battle, including setup, events, and unit control.
new(battle_obj)#
advice_cease()#
advice_resume()#
callback()#
check_rout_manager()#
check_watch_entry()#
clear_watches_and_callbacks()#
dont_close_queue_advice()#
end_battle()#
end_deployment()#
get_next_watch_entry()#
out()#
play_next_advice()#
print_callback_list()#
print_watch_list()#
process_results()#
queue_advisor()#
register_esc_key_callback()#
register_phase_change_callback()#
register_repeating_timer()#
register_results_callbacks()#
register_singleshot_timer()#
register_victory_countdown_callback()#
release_escape_key()#
remove_process()#
remove_process_from_callback_list()#
remove_process_from_watch_list()#
repeat_callback()#
rout_threshold_reached()#
set_load_balancing()#
setup_battle()#
setup_victory_callback()#
start_rout_manager()#
steal_escape_key()#
stop_advice_on_battle_end()#
stop_advisor_queue()#
stop_rout_manager()#
tick_watch_counter()#
unlock_achievement()#
unregister_esc_key_callback()#
unregister_timer()#
watch()#
watch_advice_queue()#
add_ping_icon()#
advice_finished()#
alliances()#
assault_equipment()#
buildings()#
camera()#
change_conflict_time_update_overridden()#
change_victory_countdown_limit()#
cindy_playback()#
cindy_playback_no_camera()#
close_advisor()#
create_ui_attack_group()#
create_ui_defend_group()#
debug_drawing()#
disable_shortcut()#
enable_cinematic_camera()#
enable_cinematic_ui()#
enable_tooltips()#
end_benchmark()#
end_current_battle_phase()#
error()#
fade_volume()#
get_volume()#
highlight_component()#
is_battle_over()#
is_benchmarking_mode()#
is_movie_playing()#
is_music_playing()#
local_alliance()#
local_army()#
modify_battle_speed()#
place_naval_mine()#
play_movie()#
play_music()#
play_music_custom_fade()#
random_number()#
register_battle_phase_handler()#
register_command_handler()#
register_input_handler()#
register_unit_selection_handler()#
release_input_focus()#
remaining_conflict_time()#
remove_ping_icon()#
restore_battle_speed()#
set_banners_enabled()#
set_music_auto_playback()#
set_music_loop()#
set_volume()#
show_objective()#
start_lighting_environment_cross_fade()#
start_terrain_effect()#
steal_input_focus()#
stop_cindy_playback()#
stop_cindy_playback_no_camera()#
stop_music()#
stop_music_custom_fade()#
stop_terrain_effect()#
subtitles()#
suppress_unit_musicians()#
suppress_unit_voices()#
suspend_contextual_advice()#
trigger_projectile_launch()#
ui_component()#
unregister_battle_phase_handler()#
unregister_command_handler()#
unregister_input_handler()#
unregister_unit_selection_handler()#
vo_finished()#
weather()#
battle.ai_unit_controller#
The battle.ai_unit_controller interface manages AI unit actions in battle.
new()#
add_units()#
attack_unit()#
clear_objective()#
defend_position()#
move_to_position()#
remove_units()#
battle.assault_equipment#
The battle.assault_equipment interface provides information about assault equipment.
new()#
vehicle_count()#
vehicle_item()#
battle.building#
The battle.building interface provides information and control over individual buildings in a battle.
new()#
alliance_owner_id()#
capacity()#
central_position()#
change_immune_to_catching_fire()#
change_immune_to_fire_damage()#
change_is_destructible()#
change_on_fire()#
currently_garrisoned()#
destroy()#
health()#
hide()#
is_garrisoned()#
name()#
position()#
show()#
battle.buildings#
The battle.buildings interface manages collections of buildings.
new()#
count()#
garrisonable_count()#
garrisonable_item()#
item()#
battle.camera#
The battle.camera interface controls the in-battle camera.
new()#
change_depth_of_field()#
change_height_range()#
disable_anchor_to_army()#
disable_functionality()#
disable_shake()#
enable_anchor_to_army()#
enable_functionality()#
enable_shake()#
fade()#
look_at()#
move_to()#
position()#
target()#
battle.commandevent#
The battle.commandevent interface provides details about a command event.
new()#
get_bool1()#
get_building()#
get_name()#
get_position()#
get_ship()#
get_string1()#
get_unit()#
battle.debug_drawing#
The battle.debug_drawing interface provides functions for drawing debug elements on the terrain.
new()#
draw_circle_on_terrain()#
draw_line_on_terrain()#
draw_peg_on_terrain()#
draw_white_circle_on_terrain()#
draw_white_line_on_terrain()#
draw_white_peg_on_terrain()#
battle.ship#
The battle.ship interface provides information and control over individual ships in a battle.
new()#
bearing()#
deploy_reinforcement()#
hull_damage()#
is_routing()#
is_surrendered()#
name()#
number_of_men_alive()#
position()#
sail_damage()#
ship_in_range()#
type()#
battle.ships#
The battle.ships interface manages collections of ships.
new()#
count()#
item()#
battle.subtitles#
The battle.subtitles interface manages in-battle subtitles.
new()#
begin()#
change_if_borders_drawn()#
change_if_top_border_drawn()#
clear()#
end_subtitles()#
push_back_subtitle()#
push_back_subtitle_entry()#
read_subtitles_file()#
set_alignment()#
set_text()#
battle.vehicle#
The battle.vehicle interface provides information about a vehicle.
new()#
position()#
battle.weather#
The battle.weather interface controls in-battle weather effects.
new()#
add_dust()#
add_rain()#
add_snow()#
change_lighting()#
clear_weather()#
enable_random_lightning()#
trigger_lightning_sheet()#
trigger_lightning_strike()#
battle_colour#
The battle_colour interface represents a battle color.
new()#
battle_location#
The battle_location interface represents a location in battle.
new()#
get_position()#
set_position()#
battle_sound_effect#
The battle_sound_effect interface manages battle sound effects.
new()#
is_playing()#
load()#
play3D()#
stop()#
battle.alliances#
The battle.alliances interface manages collections of alliances.
new()#
count()#
item(index)#
battle.alliance#
The battle.alliance interface provides information and control over an alliance in battle.
new()#
armies()#
create_ai_unit_planner()#
force_ai_plan_type_attack()#
force_ai_plan_type_defend()#
force_snap_ai_to_hint_lines()#
battle.armies#
The battle.armies interface manages collections of armies.
new()#
count()#
item(index)#
battle.army#
The battle.army interface provides information and control over an army in battle.
new()#
army_handicap()#
change_faction()#
create_unit_controller()#
enable_army_destruction_morale_effect()#
get_reinforcement_ships()#
get_reinforcement_units()#
is_commander_alive()#
is_commander_invincible()#
quit_battle()#
ships()#
units()#
battle.units#
The battle.units interface manages collections of units.
new()#
count()#
kill_commander()#
mountable_artillery_item()#
item(index)#
battle.unit#
The battle.unit interface provides information and control over an individual unit in battle.
new()#
ammo_left()#
bearing()#
can_perform_special_ability()#
current_special_ability()#
deploy_reinforcement(can_deploy)#
has_ships()#
initial_number_of_men()#
is_artillery()#
is_behaviour_active()#
is_cavalry()#
is_currently_garrisoned()#
is_dismounted_ships()#
is_hidden()#
is_idle()#
is_infantry()#
is_leaving_battle()#
is_limbered_artillery()#
is_moving()#
is_moving_fast()#
is_routing()#
is_shattered()#
is_under_missile_attack()#
is_valid_target()#
is_visible_to_alliance()#
kill_number_of_men()#
missile_range()#
name()#
number_of_enemies_killed()#
number_of_men_alive()#
ordered_position()#
ordered_width()#
play_anim_for_captain()#
position()#
position_of_officer()#
set_current_ammo_unary()#
starting_ammo()#
trigger_sound_charge()#
trigger_sound_taunt()#
trigger_sound_warcry()#
type()#
unary_of_men_alive()#
unit_distance()#
unit_in_range()#
battle.unit_controller#
The battle.unit_controller interface provides high-level control over groups of units.
new()#
add_all_units()#
add_group()#
add_units(...)#
attack_building()#
attack_building_q()#
attack_line()#
attack_line_q()#
attack_location()#
attack_location_q()#
attack_unit()#
attack_unit_q()#
change_behaviour_active()#
change_current_walk_speed()#
change_enabled()#
change_fatigue_amount()#
change_group_formation()#
change_group_formation_q()#
change_move_speed()#
change_shot_type()#
change_shot_type_q()#
clear_all()#
climb_building()#
climb_building_q()#
decrement_formation_width()#
defend_building()#
defend_building_q()#
fire_at_will()#
goto_location(position, move_fast)#
goto_location_angle_width()#
goto_location_angle_width_q()#
goto_location_q()#
halt()#
hide_unit_card()#
highlight()#
increment_formation_width()#
interact_with_deployable()#
interact_with_deployable_q()#
kill()#
leave_building()#
melee()#
morale_behavior_default()#
morale_behavior_fearless()#
morale_behavior_rout()#
occupy_vehicle()#
occupy_vehicle_q()#
occupy_zone()#
occupy_zone_q()#
perform_special_ability()#
perform_special_ability_q()#
release_control()#
rotate()#
rotate_q()#
select_deployable_object()#
set_always_visible_to_all()#
set_invincible()#
set_invisible_to_all()#
start_celebrating()#
start_taunting()#
step_backward()#
step_forward()#
take_control()#
teleport_to_location(position, bearing, width)#
trigger_sound_vo()#
update_card_existance_on_HUD()#
withdraw()#
withdraw_q()#
battle_vector#
The battle_vector interface represents a 3D vector in battle.
new()#
distance()#
distance_xz()#
get_x()#
get_y()#
get_z()#
length()#
length_xz()#
set()#
set_x()#
set_y()#
set_z()#
zone_controller#
The zone_controller interface manages zones and units within them.
new()#
activate()#
add_sunit()#
add_sunits()#
add_zone()#
all_units_routing()#
assess()#
check_sunits_health()#
deactivate()#
find_reinforcement()#
get_enemy_alliance()#
move_sunit()#
reassign_sunits()#
remove_sunit()#
set_activation_callback()#
set_debug()#
remove_sunit()#
set_activation_callback()#
set_debug()#
set_routing_callback()#
sort_zone_list()#
start()#
stop()#
sunits_have_taken_damage()#
units_in_area()#
update_unit_monitor()#
watch_for_activate()#
watch_for_deactivate()#
watch_units_routing()#
zone_manager#
The zone_manager interface manages individual zones.
new()#
assess_threat()#
assess_threat_by_units()#
assess_threat_to_line()#
get_centre_pos()#
get_occupier()#
get_occupier_start_hp()#
get_threat()#
is_occupied()#
is_preferred()#
is_usable()#
set_occupier()#
set_points()#
set_preferred()#
set_usable()#
cinematic_script#
The cinematic_script interface provides functions for cinematic scripting.
cindy_playback()#
cindy_playback_no_camera()#
new()#
stop_cindy_playback()#
stop_cindy_playback_no_camera()#
convex_area#
The convex_area interface represents a convex area.
count()#
is_in_area()#
item()#
new()#
number_in_area()#
process_points()#
standing_is_in_area()#
standing_number_in_area()#
validate_points()#
cutscene#
The cutscene interface provides functions for managing cutscenes.
action()#
enable_debug_timestamps()#
enable_ui_on_end()#
finish()#
is_active()#
is_any_cutscene_running()#
is_playing_sound()#
new()#
output_debug_timestamp()#
play_sound()#
process_next_action()#
release()#
restore_camera_and_release()#
set_close_advisor_on_end()#
set_debug()#
set_do_not_end()#
set_intro_pan_time()#
set_music()#
set_music_resume_auto_playback()#
set_post_cutscene_fade_time()#
set_relative_mode()#
set_restore_cam()#
set_restore_cam_time()#
set_should_release_players_army()#
set_show_cinematic_bars()#
set_skip_camera()#
set_skippable()#
set_wait_for_advisor_on_end()#
set_wait_for_vo_on_end()#
skip()#
start()#
subtitles()#
suppress_unit_voices()#
wait_for_advisor()#
wait_for_vo()#
decision_point#
The decision_point interface represents a decision point in escape routes.
add_escape_route()#
get_detect_obj()#
get_detection_radius()#
get_next_route()#
is_caution_point()#
is_detect_area()#
is_exit_point()#
new()#
set_caution_point()#
set_debug()#
set_detection_radius()#
set_exit_point()#
escape_manager#
The escape_manager interface manages escape routes.
decision_point_reached()#
new()#
next_route()#
set_caution_callback()#
set_debug()#
set_escape_callback()#
set_walk_to_waypoint()#
start()#
sunit_routing()#
escape_route#
The escape_route interface represents an individual escape route.
add_route()#
calculate_threat()#
get_end_point()#
get_route_points()#
new()#
set_debug()#
event_handler#
The event_handler interface manages event listeners.
add_listener()#
attach_to_event()#
clean_listeners()#
event_callback()#
list_events()#
new()#
remove_listener()#
firestorm_manager#
The firestorm_manager interface manages firestorm effects.
accelerate_burning()#
add_armies()#
add_convex_area()#
building_is_in_area()#
contains_building()#
damage_unit()#
extinguish_fire()#
get_building_record()#
heavily_damage_unit()#
ignite_building()#
inc_hurt_count()#
make_fireproof()#
new()#
pre_ignite_building()#
process_hurtareas()#
retard_burning()#
set_accelerator_modifier()#
set_burn_notification()#
set_burn_notification_alliance()#
set_deathzone()#
set_debug()#
set_hurt_radius()#
set_max_flammable_dist()#
set_max_flammable_time()#
set_min_flammable_time()#
set_notification()#
set_retardation_modifier()#
spread_fire()#
start()#
watch_fire()#
generated_army#
The generated_army interface represents a generated army.
attack()#
attack_on_message()#
build_sunits()#
defend()#
defend_on_message()#
get_allied_and_enemy_forces()#
get_casualty_rate()#
get_rout_proportion()#
message_on_casualties()#
message_on_proximity_to_enemy()#
message_on_rout_proportion()#
message_on_seen_by_enemy()#
new()#
release()#
release_control_of_all_sunits()#
release_on_message()#
take_control_of_all_sunits()#
generated_battle#
The generated_battle interface represents a generated battle.
advice_on_message()#
build_armies()#
get_allied_force()#
get_army()#
get_enemy_force()#
has_battle_started()#
message_on_time_offset()#
new()#
start_battle()#
start_deployment()#
hiding_place#
The hiding_place interface represents a hiding place.
add_position()#
add_trigger_area()#
get_trigger_radius()#
is_taken()#
new()#
set_taken()#
set_taken_callback()#
set_trigger_radius()#
taken_by()#
hurt_area#
The hurt_area interface represents an area that causes damage.
new()#
process()#
set_damage_per_tick()#
set_debug()#
start()#
stop()#
iterator#
The iterator interface provides iteration functionality.
get_next()#
new()#
reset()#
patrol_manager#
The patrol_manager interface manages unit patrols.
add_waypoint()#
arrived_at_waypoint()#
cache_current_unit_pos()#
complete()#
get_angle_to_pos()#
handle_unit_routing()#
intercept()#
is_enemy_in_range()#
is_in_range_of_patrol_path_segment()#
loop()#
move_to_current_waypoint()#
move_to_next_waypoint()#
new()#
restart()#
resume_patrol()#
set_abandon_callback()#
set_completion_callback()#
set_debug()#
set_debug_all()#
set_force_run()#
set_intercept_callback()#
set_intercept_time()#
set_naval()#
set_rout_callback()#
set_stop_on_intercept()#
set_stop_on_rout()#
set_walk_speed()#
set_waypoint_threshold()#
set_width()#
start()#
stop()#
stop_running_processes()#
watch_for_unit_routing()#
script_ai_planner#
The script_ai_planner interface provides functions for AI planning.
add_sunits()#
any_controlled_sunit_standing()#
attack_closest_unit()#
attack_force()#
attack_unit()#
defend_force()#
defend_position()#
defend_position_action()#
defend_position_of_sunit()#
defend_position_of_sunit_complete()#
get_centre_point()#
merge_into()#
move_to_position()#
move_to_position_action()#
move_to_position_of_sunit()#
move_to_position_of_sunit_complete()#
new()#
patrol()#
remove_sunits()#
set_debug()#
set_debug_all()#
set_perform_patrol_prox_test()#
set_should_reorder()#
track_towards_merge_target()#
script_messager#
The script_messager interface provides functions for script messaging.
add_listener()#
dump()#
new()#
set_debug()#
trigger_message()#
script_unit#
The script_unit interface represents a script-controlled unit.
goto_start_location()#
move_to_position_offset()#
new()#
set_current_patrol()#
stop_current_patrol()#
teleport_to_cached_location()#
teleport_to_start_location()#
teleport_to_start_location_offset()#
teleport_squad#
The teleport_squad interface manages teleporting squads.
add_hiding_places()#
add_sunits()#
are_sunits_routing()#
attack()#
do_teleport()#
force_teleport()#
get_planner()#
is_enemy_in_trigger_areas()#
is_visible_to_enemy()#
new()#
set_attack_callback()#
set_should_attack()#
setup_planner()#
start_watches_for_hiding_place()#
stop_watches()#
teleport()#
waypoint#
The waypoint interface represents a waypoint.
GAME#
The GAME interface provides global game functions and interactions.
add_agent_experience()#
add_attack_of_opportunity_overrides()#
add_building_model_override()#
add_circle_area_trigger()#
add_custom_battlefield()#
add_development_points_to_region()#
add_event_restricted_building_record()#
add_event_restricted_building_record_for_faction()#
add_event_restricted_unit_record()#
add_event_restricted_unit_record_for_faction()#
add_exclusion_zone()#
add_location_trigger()#
add_marker()#
add_outline_area_trigger()#
add_restricted_building_level_record()#
add_restricted_building_level_record_for_faction()#
add_settlement_model_override()#
add_time_trigger()#
add_unit_model_overrides()#
add_visibility_trigger()#
advance_to_next_campaign()#
allow_player_to_embark_navies()#
apply_effect_bundle()#
apply_effect_bundle_to_characters_force()#
apply_effect_bundle_to_force()#
attack()#
autosave_at_next_opportunity()#
award_experience_level()#
cai_strategic_stance_manager_block_all_stances_but_that_specified_towards_target_faction()#
cai_strategic_stance_manager_clear_all_blocking_between_factions()#
cai_strategic_stance_manager_clear_all_promotions_between_factions()#
cai_strategic_stance_manager_force_stance_update_between_factions()#
cai_strategic_stance_manager_promote_specified_stance_towards_target_faction()#
cai_strategic_stance_manager_promote_specified_stance_towards_target_faction_by_number()#
cai_strategic_stance_manager_set_stance_blocking_between_factions_for_a_given_stance()#
cai_strategic_stance_manager_set_stance_promotion_between_factions_for_a_given_stance()#
cancel_actions_for()#
cinematic()#
compare_localised_string()#
create_agent()#
create_force()#
disable_elections()#
disable_end_turn()#
disable_movement_for_ai_under_shroud()#
disable_movement_for_character()#
disable_movement_for_faction()#
disable_rebellions_worldwide()#
disable_saving_game()#
disable_shopping_for_ai_under_shroud()#
disable_shortcut()#
dismiss_advice()#
dismiss_advice_at_end_turn()#
display_turns()#
enable_auto_generated_missions()#
enable_movement_for_character()#
enable_movement_for_faction()#
enable_ui()#
end_turn()#
exempt_region_from_tax()#
force_add_ancillary()#
force_add_skill()#
force_add_trait()#
force_agent_action_success_for_human()#
force_assassination_success_for_human()#
force_change_cai_faction_personality()#
force_character_force_into_stance(char_cqi, stance)#
force_declare_war()#
force_diplomacy()#
force_garrison_infiltration_success_for_human()#
force_make_peace()#
force_make_trade_agreement()#
force_make_vassal()#
force_rebellion_in_region()#
grant_faction_handover()#
grant_unit()#
hide_character()#
infect_force_with_plague()#
infect_region_with_plague()#
instant_set_building_health_percent()#
instantly_dismantle_building()#
instantly_repair_building()#
is_new_game()#
join_garrison()#
kill_character()#
leave_garrison()#
load_named_value()#
lock_technology()#
make_neighbouring_regions_seen_in_shroud()#
make_neighbouring_regions_visible_in_shroud()#
make_region_seen_in_shroud()#
make_region_visible_in_shroud()#
make_sea_region_seen_in_shroud()#
make_sea_region_visible_in_shroud()#
make_son_come_of_age()#
model()#
modify_next_autoresolve_battle()#
move_to(char_cqi, x, y, cmd_queue)#
new()#
optional_extras_for_episodics()#
override_ui()#
pending_auto_show_messages()#
register_instant_movie()#
register_movies()#
register_outro_movie()#
remove_area_trigger()#
remove_attack_of_opportunity_overrides()#
remove_barrier()#
remove_building_model_override()#
remove_custom_battlefield()#
remove_effect_bundle()#
remove_effect_bundle_from_characters_force()#
remove_effect_bundle_from_force()#
remove_event_restricted_building_record()#
remove_event_restricted_building_record_for_faction()#
remove_event_restricted_unit_record()#
remove_event_restricted_unit_record_for_faction()#
remove_location_trigger()#
remove_marker()#
remove_restricted_building_level_record()#
remove_restricted_building_level_record_for_faction()#
remove_settlement_model_override()#
remove_time_trigger()#
remove_visibility_trigger()#
render_campaign_to_file()#
replenish_action_points()#
restore_shroud_from_snapshot()#
save_named_value()#
scroll_camera()#
scroll_camera_with_direction()#
seek_exchange()#
set_ai_uses_human_display_speed()#
set_campaign_ai_force_all_factions_boardering_human_vassals_to_have_invasion_behaviour()#
set_campaign_ai_force_all_factions_boardering_humans_to_have_invasion_behaviour()#
set_character_experience_disabled()#
set_character_skill_tier_limit()#
set_event_generation_enabled()#
set_general_offered_dilemma_permitted()#
set_ignore_end_of_turn_public_order()#
set_liberation_options_disabled()#
set_looting_options_disabled_for_human()#
set_map_bounds()#
set_non_scripted_ancillaries_disabled()#
set_non_scripted_traits_disabled()#
set_public_order_of_province_for_region()#
set_tax_disabled()#
set_tax_rate()#
set_technology_research_disabled()#
set_ui_notification_of_victory_disabled()#
set_zoom_limit()#
show_message_event()#
show_shroud()#
shown_message()#
speedup_active()#
steal_user_input()#
stop_camera()#
stop_user_input()#
take_shroud_snapshot()#
technology_osmosis_for_playables_enable_all()#
technology_osmosis_for_playables_enable_culture()#
toggle_speedup()#
transfer_region_to_faction()#
treasury_mod()#
trigger_custom_dilemma()#
trigger_custom_incident()#
trigger_custom_mission()#
unhide_character()#
win_next_autoresolve_battle()#
zero_action_points()#
BUILDING_LIST_SCRIPT_INTERFACE#
The BUILDING_LIST_SCRIPT_INTERFACE manages a list of buildings.
is_empty()#
item_at()#
new()#
num_items()#
BUILDING_SCRIPT_INTERFACE#
The BUILDING_SCRIPT_INTERFACE provides information about a building.
chain()#
faction()#
model()#
name()#
new()#
region()#
slot()#
superchain()#
CAMPAIGN_AI_SCRIPT_INTERFACE#
The CAMPAIGN_AI_SCRIPT_INTERFACE provides functions for interacting with campaign AI.
new()#
strategic_stance_between_factions()#
strategic_stance_between_factions_available()#
strategic_stance_between_factions_is_being_blocked()#
strategic_stance_between_factions_is_being_blocked_until()#
strategic_stance_between_factions_promotion_current_level()#
strategic_stance_between_factions_promotion_end_level()#
strategic_stance_between_factions_promotion_end_round()#
strategic_stance_between_factions_promotion_is_active()#
strategic_stance_between_factions_promotion_or_blocking_is_set()#
strategic_stance_between_factions_promotion_start_level()#
strategic_stance_between_factions_promotion_start_round()#
CAMPAIGN_MISSION_SCRIPT_INTERFACE#
The CAMPAIGN_MISSION_SCRIPT_INTERFACE provides information about campaign missions.
model()#
new()#
CAMPAIGN_POLITICS_SCRIPT_INTERFACE#
The CAMPAIGN_POLITICS_SCRIPT_INTERFACE provides functions for interacting with campaign politics.
get_current_politics_government_type()#
get_parties()#
government_type_key()#
new()#
state_changed()#
CHARACTER_LIST_SCRIPT_INTERFACE#
The CHARACTER_LIST_SCRIPT_INTERFACE manages a list of characters.
is_empty()#
item_at()#
new()#
num_items()#
CHARACTER_SCRIPT_INTERFACE#
The CHARACTER_SCRIPT_INTERFACE provides information about a character.
action_points_per_turn()#
action_points_remaining_percent()#
age()#
battles_fought()#
battles_won()#
body_guard_casulties()#
character_type(agent_type)#
cqi()#
defensive_ambush_battles_fought()#
defensive_ambush_battles_won()#
defensive_battles_fought()#
defensive_battles_won()#
defensive_naval_battles_fought()#
defensive_naval_battles_won()#
defensive_sieges_fought()#
defensive_sieges_won()#
display_position_x()#
display_position_y()#
faction()#
forename()#
fought_in_battle()#
garrison_residence()#
get_forename()#
get_political_party_id()#
get_surname()#
has_ancillary(anciliary)#
has_garrison_residence()#
has_military_force()#
has_recruited_mercenaries()#
has_region()#
has_skill(skill)#
has_spouse()#
has_trait(trait)#
in_port()#
in_settlement()#
is_ambushing()#
is_besieging()#
is_blockading()#
is_carrying_troops()#
is_deployed()#
is_embedded_in_military_force()#
is_faction_leader()#
is_hidden()#
is_male()#
is_polititian()#
logical_position_x()#
logical_position_y()#
military_force()#
model()#
new()#
number_of_traits()#
offensive_ambush_battles_fought()#
offensive_ambush_battles_won()#
offensive_battles_fought()#
offensive_battles_won()#
offensive_naval_battles_fought()#
offensive_naval_battles_won()#
offensive_sieges_fought()#
offensive_sieges_won()#
percentage_of_own_alliance_killed()#
performed_action_this_turn()#
rank()#
region()#
routed_in_battle()#
spouse()#
surname()#
trait_level()#
trait_points()#
turns_at_sea()#
turns_in_enemy_regions()#
turns_in_own_regions()#
turns_without_battle_in_home_lands()#
won_battle()#
FACTION_LIST_SCRIPT_INTERFACE#
The FACTION_LIST_SCRIPT_INTERFACE manages a list of factions.
is_empty()#
item_at()#
new()#
num_items()#
FACTION_SCRIPT_INTERFACE#
The FACTION_SCRIPT_INTERFACE provides information about a faction.
allied_with()#
ancillary_exists()#
at_war()#
character_list()#
culture()#
difficulty_level()#
ended_war_this_turn()#
faction_attitudes()#
faction_leader()#
government_type()#
has_faction_leader()#
has_food_shortage()#
has_home_region()#
has_researched_all_technologies()#
has_technology()#
home_region()#
imperium_level()#
is_human()#
losing_money()#
military_force_list()#
model()#
name()#
new()#
num_allies()#
num_enemy_trespassing_armies()#
num_factions_in_war_with()#
num_generals()#
num_trade_agreements()#
politics()#
politics_party_add_loyalty_modifier()#
region_list()#
research_queue_idle()#
sea_trade_route_raided()#
started_war_this_turn()#
state_religion()#
subculture()#
tax_category()#
tax_level()#
total_food()#
trade_resource_exists()#
trade_route_limit_reached()#
trade_ship_not_in_trade_node()#
trade_value()#
trade_value_percent()#
treasury()#
treasury_percent()#
treaty_details()#
unused_international_trade_route()#
upkeep_expenditure_percent()#
GARRISON_RESIDENCE_SCRIPT_INTERFACE#
The GARRISON_RESIDENCE_SCRIPT_INTERFACE provides information about a garrison residence.
army()#
buildings()#
faction()#
has_army()#
has_navy()#
is_settlement()#
is_slot()#
is_under_siege()#
model()#
navy()#
new()#
region()#
settlement_interface()#
slot_interface()#
unit_count()#
MILITARY_FORCE_LIST_SCRIPT_INTERFACE#
The MILITARY_FORCE_LIST_SCRIPT_INTERFACE manages a list of military forces.
is_empty()#
item_at(index)#
new()#
num_items()#
MILITARY_FORCE_SCRIPT_INTERFACE#
The MILITARY_FORCE_SCRIPT_INTERFACE provides information about a military force.
character_list()#
contains_mercenaries()#
faction()#
garrison_residence()#
general_character()#
has_garrison_residence()#
has_general()#
is_army()#
is_navy()#
model()#
new()#
unit_list()#
upkeep()#
MODEL_SCRIPT_INTERFACE#
The MODEL_SCRIPT_INTERFACE provides access to various game model data.
campaign_ai()#
campaign_name()#
campaign_type()#
character_can_reach_character()#
date_and_week_in_range()#
date_in_range()#
difficulty_level()#
faction_is_local()#
is_multiplayer()#
is_player_turn()#
new()#
pending_battle()#
player_steam_id_is_odd()#
random_number()#
random_percent()#
season()#
turn_number()#
world()#
NULL_SCRIPT_INTERFACE#
The NULL_SCRIPT_INTERFACE represents a null script interface.
new()#
PENDING_BATTLE_SCRIPT_INTERFACE#
The PENDING_BATTLE_SCRIPT_INTERFACE provides information about a pending battle.
ambush_battle()#
attacker()#
attacker_battle_result()#
attacker_commander_fought_in_battle()#
attacker_commander_fought_in_melee()#
attacker_is_stronger()#
battle_type()#
contested_garrison()#
defender()#
defender_battle_result()#
defender_commander_fought_in_battle()#
defender_commander_fought_in_melee()#
failed_ambush_battle()#
has_attacker()#
has_contested_garrison()#
has_defender()#
is_active()#
model()#
naval_battle()#
new()#
night_battle()#
percentage_of_attacker_killed()#
percentage_of_attacker_routed()#
percentage_of_defender_killed()#
percentage_of_defender_routed()#
seige_battle()#
REGION_LIST_SCRIPT_INTERFACE#
The REGION_LIST_SCRIPT_INTERFACE manages a list of regions.
is_empty()#
item_at()#
new()#
num_items()#
REGION_MANAGER_SCRIPT_INTERFACE#
The REGION_MANAGER_SCRIPT_INTERFACE manages regions in the game world.
faction_region_list()#
model()#
new()#
region_by_key(key)#
region_list()#
resource_exists_anywhere()#
settlement_by_key(key)#
slot_by_key(key)#
REGION_SCRIPT_INTERFACE#
The REGION_SCRIPT_INTERFACE provides information about a region.
adjacent_region_list()#
building_exists()#
building_superchain_exists()#
garrison_residence()#
last_building_constructed_key()#
majority_religion()#
model()#
name()#
new()#
num_buildings()#
owning_faction()#
province_name()#
public_order()#
region_wealth()#
region_wealth_change_percent()#
resource_exists()#
sanitation()#
settlement()#
slot_list()#
slot_type_exists()#
squalor()#
tax_income()#
town_wealth_growth()#
SETTLEMENT_SCRIPT_INTERFACE#
The SETTLEMENT_SCRIPT_INTERFACE provides information about a settlement.
castle_slot()#
commander()#
display_position_x()#
display_position_y()#
faction()#
has_castle_slot()#
has_commander()#
logical_position_x()#
logical_position_y()#
model()#
new()#
region()#
slot_list()#
SLOT_LIST_SCRIPT_INTERFACE#
The SLOT_LIST_SCRIPT_INTERFACE manages a list of building slots.
buliding_type_exists()#
is_empty()#
item_at(index)#
new()#
num_items()#
slot_type_exists()#
SLOT_SCRIPT_INTERFACE#
The SLOT_SCRIPT_INTERFACE provides information about a building slot.
building()#
faction()#
has_building()#
model()#
name()#
new()#
region()#
type()#
UNIT_LIST_SCRIPT_INTERFACE#
The UNIT_LIST_SCRIPT_INTERFACE manages a list of units.
has_unit()#
is_empty()#
item_at(index)#
new()#
num_items()#
UNIT_SCRIPT_INTERFACE#
The UNIT_SCRIPT_INTERFACE provides information about a unit.
faction()#
force_commander()#
has_force_commander()#
has_unit_commander()#
is_land_unit()#
is_naval_unit()#
military_force()#
model()#
new()#
percentage_proportion_of_full_strength()#
unit_category()#
unit_class()#
unit_commander()#
unit_key()#
WORLD_SCRIPT_INTERFACE#
The WORLD_SCRIPT_INTERFACE provides access to global world data.
ancillary_exists()#
faction_by_key()#
faction_exists()#
faction_list()#
model()#
new()#
region_manager()#
HudManager#
The HudManager interface manages the HUD.
Dimensions()#
MoveRelativeToHUD()#
RegisterHud()#
PanelManager#
The PanelManager interface manages UI panels.
ClearCachedComponent()#
CloseAllPanels()#
ClosePanel()#
IsPanelOpen()#
OpenPanel()#
OpenPanels()#
Reset()#
effect#
The effect interface provides functions for applying various effects.
OpenBrowser()#
add_agent_experience()#
add_military_force_experience()#
adjust_treasury()#
advance_contextual_advice_thread()#
advance_scripted_advice_thread()#
advance_scripted_advice_thread_located()#
advice()#
ancillary()#
historical_character()#
historical_event()#
remove_ancillary()#
remove_trait()#
rewind_scripted_advice()#
suspend_contextual_advice()#
trait()#
new()#
out#
The out interface provides various output functions.
design()#
dylan()#
kostas()#
scott_b()#
shane()#
ting()#
tom()#
CampaignCharacter#
The CampaignCharacter interface provides campaign character details.
ActionPointsRatio()#
Release()#
new()#
CampaignSettlement#
The CampaignSettlement interface provides campaign settlement details.
LabelDetails()#
ListDetails()#
Release()#
Settlement()#
new()#
CampaignUI#
The CampaignUI interface provides functions for interacting with the campaign UI.
ClearSelection()#
CurrentTabTypename()#
GetCameraPosition()#
HighlightComponent()#
HighlightConstructionItem()#
HighlightRecruitmentItem()#
IsMultiplayer()#
IsPreBattleTypeSiege()#
SetCameraHeading()#
SetCameraMaxTiltAngle()#
SetCameraMinDistance()#
SetCameraTarget()#
SetCameraTargetInstant()#
SetCameraZoom()#
ToggleCinematicBorders()#
ToggleScreenCover()#
clear_highlights()#
highlight_character()#
highlight_position()#
highlight_settlement()#
unhighlight_character()#
unhighlight_position()#
unhighlight_settlement()#
CoreUtils#
The CoreUtils interface provides a collection of utility functions.
Clamp()#
CompareByValue()#
CopyIntoTable()#
CopyTable()#
LoadTable()#
Max()#
Min()#
NamespaceFile()#
OffsetFrom()#
PickFGColour()#
PrintTable()#
Require()#
RoundToInt()#
RupToInt()#
SaveTable()#
TimeString()#
TruncToInt()#
UnRequire()#
UnRequireAll()#
outputbitfield()#
Cursor#
The Cursor interface provides functions for cursor management.
DistanceToBL()#
Mode()#
ModeString()#
Modes()#
SetMode()#
new()#
EpisodicScripting#
The EpisodicScripting interface provides functions for episodic scripting.
AddEventCallBack()#
ClearEventCallbacks()#
ClearMessageAutoShowOverrides()#
DisableFeature()#
EnableComponent()#
EnableFeature()#
HideComponent()#
HighlightComponent()#
HighlightConstructionItem()#
HighlightRecruitmentItem()#
InitFeature()#
IsOnCampaignMap()#
OnUICreated()#
OverrideMessageAutoShow()#
RevealComponent()#
SetCampaign()#
ShowHUD()#
MPAvatar#
The MPAvatar interface provides functions for multiplayer avatars.
Free()#
SetComponentTexture()#
Valid()#
new()#
MessageManager#
The MessageManager interface manages in-game messages.
CanDismissAllMessages()#
CheckForAutoOpen()#
ClearMessagesFromEnv()#
ClearOverrides()#
ClosePanelIfNoMessage()#
DestroyAllMessages()#
DismissAllMessages()#
HasMessagesStored()#
HideAllMessages()#
HideMessage()#
HidingMessage()#
InitMessageCallback()#
OverrideAutoShow()#
PendingAutoShowMessage()#
ReInitialiseStackbase()#
RestoreMessages()#
SelectLayout()#
SetCurrentMessageUnread()#
ShowingMessage()#
StoreMessages()#
Keyboard#
The Keyboard interface provides functions for keyboard input.
DisableQuickload()#
ReturnKey()#
StealKey()#
ScriptedValueRegistry#
The ScriptedValueRegistry interface manages scripted values.
LoadBool()#
SaveBool()#
new()#
UIComponent#
The UIComponent interface provides functions for interacting with UI components.