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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()#

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()#

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()#

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.

Address()#

Adopt()#

AttachCustomControl()#

Bounds()#

CallbackId()#

ChildCount()#

CurrentAnimationId()#

CurrentState()#

CurrentStateUI()#

DestroyChildren()#

Dimensions()#

Divorce()#

DockingPoint()#

Find()#

FindPositionIntoCurrentText()#

FindTextSnapPosition()#

ForceEvent()#

GetProperty()#

GetStateText()#

GetStateTextDetails()#

GetTooltipText()#

GlobalExists()#

HasInterface()#

Height()#

Highlight()#

Id()#

InterfaceFunction()#

IsCharPrintable()#

IsDragged()#

IsInteractive()#

IsMouseOverChildren()#

IsMoveable()#

Layout()#

LockPriority()#

LuaCall()#

MoveTo()#

Parent()#

PopulateTextures()#

Position()#

Priority()#

PropagateImageColour()#

PropagateOpacity()#

PropagatePriority()#

PropagateVisibility()#

ReorderChildren()#

Resize()#

RestoreUIHeirarchy()#

RunScript()#

SaveUIHeirarchy()#

SequentialFind()#

SetDisabled()#

SetDockingPoint()#

SetDragged()#

SetEventCallback()#

SetGlobal()#

SetImageColour()#

SetImageRotation()#

SetInteractive()#

SetMoveable()#

SetOpacity()#

SetProperty()#

SetState()#

SetStateColours()#

SetStateText()#

SetStateTextDetails()#

SetStateTextXOffset()#

SetTooltipText()#

SetVisible()#

ShaderTechniqueGet()#

ShaderTechniqueSet()#

ShaderVarsGet()#

ShaderVarsSet()#

SimulateClick()#

SimulateKey()#

StealInputFocus()#

StealShortcutKey()#

TextDimensions()#

TextShaderTechniqueSet()#

TextShaderVarsGet()#

TextShaderVarsSet()#

TriggerAnimation()#

TriggerShortcut()#

UnLockPriority()#

Visible()#

Width()#

WidthOfTextLine()#

new()#