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triggers.cwt
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## scope = any
alias[trigger:<scripted_trigger>] = bool
### Check state id.
## scope = state
alias[trigger:state] = scope[state]
### Check state id.
## scope = state
alias[trigger:state] = <state>
### A conditional trigger.
## scope = any
alias[trigger:if] = {
limit = { alias_name[trigger] = alias_match_left[trigger] }
alias_name[trigger] = alias_match_left[trigger]
}
### A conditional trigger.
## scope = any
alias[trigger:else_if] = {
limit = { alias_name[trigger] = alias_match_left[trigger] }
alias_name[trigger] = alias_match_left[trigger]
}
### A conditional trigger.
## scope = any
alias[trigger:else] = {
alias_name[trigger] = alias_match_left[trigger]
}
### Compare leader skill levels.
## scope = { unit_leader combat character }
alias[trigger:skill] = int
### Check if we are in this combat phase.
## scope = combat
alias[trigger:phase] = enum[phases]
### Check if the current country exist. The country of the scope you are in. Example: DEN = { exists = yes }.
## scope = country
alias[trigger:exists] = bool
### Check if the difficulty is above or below specified value 0-2 (difficulty enum). Example: difficulty > 0 (above easy).
## scope = any
alias[trigger:difficulty] = int
### Check if any neighbor country meets the trigger.
## scope = country
## push_scope = country
alias[trigger:any_neighbor_country] = {
## cardinality = 0..1
tooltip = localisation
alias_name[trigger] = alias_match_left[trigger]
}
### Check amount of resource country has.
alias[trigger:<resource>] = int
### Has country flag been set. Check flag val date set and days since set. Example: has_country_flag = test_flag.
## scope = country
## severity = warning
alias[trigger:has_country_flag] = value[country_flag]
### Has country flag been set. Check flag val date set and days since set. Example: has_country_flag = test_flag.
## scope = country
## severity = warning
alias[trigger:has_country_flag] = {
flag = value[country_flag]
## cardinality = 0..1
value = int
## cardinality = 0..1
date = date_field
## cardinality = 0..1
days = int
}
### Check amount of reserves.
alias[trigger:reserves] = int
### Country tag trigger.
## scope = { country combat }
alias[trigger:tag] = scope[country]
### Country tag trigger.
## scope = { country combat }
alias[trigger:tag] = enum[country_tags]
### Check if any country meets the trigger.
## scope = any
## push_scope = country
alias[trigger:any_country] = {
## cardinality = 0..1
tooltip = localisation
alias_name[trigger] = alias_match_left[trigger]
}
### Compares a variable to a number or variable.
## scope = any
alias[trigger:check_variable] = {
#### 1..2 is needed to support tooltips
## cardinality = 1..2
variable_field_32 = variable_field_32
### Defaults to greater_than_or_equals.
## cardinality = 0..1
compare = enum[var_compares]
## cardinality = 0..1
tooltip = localisation
}
### Compares a variable to a number or variable.
## scope = any
alias[trigger:check_variable] = {
#### 1..2 is needed to support tooltips
## cardinality = 1..2
value[variable] = variable_field_32
### Defaults to greater_than_or_equals.
## cardinality = 0..1
compare = enum[var_compares]
## cardinality = 0..1
tooltip = localisation
}
### Compares a variable to a number or variable.
## scope = any
alias[trigger:check_variable] = {
#### 1..2 is needed to support tooltips
## cardinality = 1..2
variable_field_32 = enum[country_tags]
## cardinality = 0..1
tooltip = localisation
}
### Compares a variable to a number or variable.
## scope = any
alias[trigger:check_variable] = {
#### 1..2 is needed to support tooltips
## cardinality = 1..2
variable_field_32 = scope[country]
## cardinality = 0..1
tooltip = localisation
}
### Compares a variable to a number or variable.
## scope = any
alias[trigger:check_variable] = {
#### 1..2 is needed to support tooltips
## cardinality = 1..2
variable_field_32 = value[token]
## cardinality = 0..1
tooltip = localisation
}
### Compares a variable to a number or variable.
## scope = any
alias[trigger:check_variable] = {
var = value[variable]
var = variable_field_32
## error_if_only_match = You can compare variables directly, without "var" and "value"
## severity = info
value = variable_field_32
## error_if_only_match = You can compare variables directly, without "var" and "value"
## severity = info
value = value[variable]
## cardinality = 0..1
### Defaults to greater_than_or_equals.
compare = enum[var_compares]
## cardinality = 0..1
tooltip = localisation
}
enums = {
enum[var_compares] = {
less_than
less_than_or_equals
greater_than
greater_than_or_equals
equals
not_equals
}
}
### Check state's strategic area id.
## scope = state
alias[trigger:region] = <strategic_region>
### Checks if the country is subject of any other country.
## scope = country
alias[trigger:is_subject] = bool
### Check state's supply area id.
## scope = state
alias[trigger:area] = <supply_area>
### Check the global threat value. 0-1 value.
## scope = any
alias[trigger:threat] = float[0..1]
### Always returns specified value.
## scope = any
alias[trigger:always] = bool
### Is scope state a capital. 169 = { is_capital = yes }.
## scope = state
alias[trigger:is_capital] = bool
### Has global flag been set. Check flag val date set and days since set. Example: has_global_flag = test_flag.
## scope = any
## severity = warning
alias[trigger:has_global_flag] = value[global_flag]
### Has global flag been set. Check flag val date set and days since set. Example: has_global_flag = test_flag.
## scope = any
## severity = warning
alias[trigger:has_global_flag] = {
flag = value[global_flag]
## cardinality = 0..1
value = int
## cardinality = 0..1
date = date_field
## cardinality = 0..1
days = int
}
### Check if attacker side in combat.
## scope = combat
alias[trigger:is_attacker] = bool
### Checks if player has a DLC. Example: has_dlc = "name of the dlc".
## scope = any
alias[trigger:has_dlc] = enum[dlc]
### Check if country has idea.
## scope = country
alias[trigger:has_idea] = enum[idea_name]
### Check if any enemy country meets the trigger.
## scope = country
## push_scope = country
alias[trigger:any_enemy_country] = {
## cardinality = 0..1
tooltip = localisation
alias_name[trigger] = alias_match_left[trigger]
}
### Check if neighbor ( controlled territory ) with specified country.
## scope = country
alias[trigger:is_neighbor_of] = scope[country]
### Check if neighbor ( controlled territory ) with specified country.
## scope = country
alias[trigger:is_neighbor_of] = enum[country_tags]
### Check what opinion the country has towards a specified country.
## scope = country
alias[trigger:has_opinion] = {
target = scope[country]
target = enum[country_tags]
value = int
}
### Check if a country has the opinion modifier.
## scope = country
alias[trigger:has_opinion_modifier] = <opinion>
### Checks if the country is subject of specified country.
## scope = country
alias[trigger:is_subject_of] = scope[country]
### Checks if the country is subject of specified country.
## scope = country
alias[trigger:is_subject_of] = enum[country_tags]
### Check if all neighbor countries meet the trigger.
## scope = country
## push_scope = country
alias[trigger:all_neighbor_country] = {
## cardinality = 0..1
limit = {
alias_name[trigger] = alias_match_left[trigger]
}
alias_name[trigger] = alias_match_left[trigger]
}
### Check if all countries meets the trigger.
## scope = any
## push_scope = country
alias[trigger:all_country] = {
## cardinality = 0..1
limit = {
alias_name[trigger] = alias_match_left[trigger]
}
alias_name[trigger] = alias_match_left[trigger]
}
### Check if all enemy countries meet the trigger.
## scope = country
## push_scope = country
alias[trigger:all_enemy_country] = {
## cardinality = 0..1
limit = {
alias_name[trigger] = alias_match_left[trigger]
}
alias_name[trigger] = alias_match_left[trigger]
}
### Check if combat is at night.
## scope = combat
alias[trigger:night] = bool
### Check if we have digin level (lowest).
## scope = combat
alias[trigger:dig_in] = float
### Check combat province temperature.
## scope = combat
alias[trigger:temperature] = int
### Check that average armor level of combatant is over a certain level.
## scope = combat
alias[trigger:armor] = float
### Is country at war.
## scope = country
alias[trigger:has_war] = bool
### Check if state is controlled by.
## scope = state
alias[trigger:is_controlled_by] = scope[country]
### Check if state is controlled by.
## scope = state
alias[trigger:is_controlled_by] = enum[country_tags]
### Check if state is owned by.
## scope = state
alias[trigger:is_owned_by] = scope[country]
### Check if state is owned by.
## scope = state
alias[trigger:is_owned_by] = enum[country_tags]
### Compare leader skill levels.
## scope = { unit_leader combat }
alias[trigger:skill_advantage] = int
### Check owner for state(s).
## scope = country
alias[trigger:owns_state] = scope[state]
### Check owner for state(s).
## scope = country
alias[trigger:owns_state] = <state>
### Check controller for state(s).
## scope = country
alias[trigger:controls_state] = scope[state]
### Check controller for state(s).
## scope = country
alias[trigger:controls_state] = <state>
### Does country government (ruling party) belong to ideology group.
## scope = country
alias[trigger:has_government] = <ideology>
### Does country government (ruling party) belong to ideology group.
## scope = country
alias[trigger:has_government] = enum[sub_ideology]
### Does country government (ruling party) belong to ideology group.
## scope = country
alias[trigger:has_government] = value[variable]
### Does country government (ruling party) belong to ideology group.
## scope = country
alias[trigger:has_country_leader_ideology] = <ideology>
### Does country government (ruling party) belong to ideology group.
## scope = country
alias[trigger:has_country_leader_ideology] = enum[sub_ideology]
### Does country government (ruling party) belong to ideology group.
## scope = country
alias[trigger:has_government] = scope[country]
### Has state flag been setCheck flag val date set and days since set.
## scope = state
## severity = warning
alias[trigger:has_state_flag] = value[state_flag]
### Has state flag been setCheck flag val date set and days since set.
## scope = state
## severity = warning
alias[trigger:has_state_flag] = {
flag = value[state_flag]
## cardinality = 0..1
value = int
## cardinality = 0..1
date = date_field
## cardinality = 0..1
days = int
}
### Is countries at war.
## scope = country
alias[trigger:has_war_with] = scope[country]
### Is countries at war.
## scope = country
alias[trigger:has_war_with] = enum[country_tags]
### Is countries at war.
## scope = country
alias[trigger:has_war_with] = value[variable]
### Checks for amount of divisions in specified state owned by current country.
## scope = country
alias[trigger:divisions_in_state] = {
size = float
state = scope[state]
state = <state>
## cardinality = 0..1
unit = <unit>
## cardinality = 0..1
type = enum[land_units]
}
### Check if the specified country exist.
## scope = any
alias[trigger:country_exists] = scope[country]
### Check if the specified country exist.
## scope = any
alias[trigger:country_exists] = enum[country_tags]
### Checks for amount of ships in specified area.
## scope = country
alias[trigger:ships_in_area] = {
## cardinality = 0..1
type = <unit.ship_unit>
## cardinality = 0..1
type = enum[ship_units]
area = <strategic_region>
size = int
}
### Checks for amount of divisions, additionally of a specified type.
## scope = country
alias[trigger:has_army_size] = {
size = float
## cardinality = 0..1
type = enum[land_units]
}
### Checks for amount of ships, additionally of a specified type, archetype, or sub unit definition. Example: has_navy_size = { size > 10 type = convoy }; has_navy_size = { size < 1 archetype = ship_hull_light }; has_navy_size = { size > 39 unit = heavy_cruiser }; has_navy_size = { size < 100 }.
## scope = country
alias[trigger:has_navy_size] = {
size = float
## cardinality = 0..1
type = enum[ship_units]
## cardinality = 0..1
unit = <unit.ship_unit>
## cardinality = 0..1
archetype = <equipment.archetype_equip>
## cardinality = 0..1
archetype = <duplicate_archetypes>
}
### Check amount of military factories.
## scope = country
alias[trigger:num_of_military_factories] = variable_field
### Check amount of civilian factories.
## scope = country
alias[trigger:num_of_civilian_factories] = variable_field
### Check amount of naval factories.
## scope = country
alias[trigger:num_of_naval_factories] = variable_field
### Check amount of nukes.
## scope = country
alias[trigger:num_of_nukes] = variable_field
### Check amount of manpower.
## scope = country
alias[trigger:has_manpower] = variable_field
### Check amount of political power.
## scope = country
alias[trigger:has_political_power] = variable_field
### Check amount of available military factories.
## scope = country
alias[trigger:num_of_available_military_factories] = variable_field
### Check amount of available naval factories.
## scope = country
alias[trigger:num_of_available_naval_factories] = variable_field
### Check amount of available civilian factories.
## scope = country
alias[trigger:num_of_available_civilian_factories] = variable_field
### Check if member of same faction as specified country.
## scope = country
alias[trigger:is_in_faction_with] = scope[country]
### Check if member of same faction as specified country.
## scope = country
alias[trigger:is_in_faction_with] = enum[country_tags]
### Check if member of same faction as specified country.
## scope = country
alias[trigger:is_in_faction_with] = value[variable]
### Check if member of any faction.
## scope = country
alias[trigger:is_in_faction] = bool
### Check if country leads a faction.
## scope = country
alias[trigger:is_faction_leader] = bool
### Check if guaranteed by specified country.
## scope = country
alias[trigger:is_guaranteed_by] = scope[country]
### Check if guaranteed by specified country.
## scope = country
alias[trigger:is_guaranteed_by] = enum[country_tags]
### Check if embargoing specified country.
## scope = country
alias[trigger:is_embargoing] = enum[country_tags]
### Check if embargoing specified country.
## scope = country
alias[trigger:is_embargoing] = scope[country]
### Check if embargoed by specified country.
## scope = country
alias[trigger:is_embargoed_by] = enum[country_tags]
### Check if embargoed by specified country.
## scope = country
alias[trigger:is_embargoed_by] = scope[country]
### Check if country has guaranteed specified country.
## scope = country
alias[trigger:has_guaranteed] = scope[country]
### Check if country has guaranteed specified country.
## scope = country
alias[trigger:has_guaranteed] = enum[country_tags]
### Check country has military access to specified country.
## scope = country
alias[trigger:has_military_access_to] = scope[country]
### Check country has military access to specified country.
## scope = country
alias[trigger:has_military_access_to] = enum[country_tags]
### Check if country gives military access to specified country.
## scope = country
alias[trigger:gives_military_access_to] = scope[country]
### Check if country gives military access to specified country.
## scope = country
alias[trigger:gives_military_access_to] = enum[country_tags]
### Check if any state meets the trigger.
## scope = any
## push_scope = state
alias[trigger:any_state] = {
## cardinality = 0..1
tooltip = localisation
alias_name[trigger] = alias_match_left[trigger]
}
### Check if any owned state meets the trigger.
## scope = country
## push_scope = state
alias[trigger:any_owned_state] = {
## cardinality = 0..1
tooltip = localisation
alias_name[trigger] = alias_match_left[trigger]
}
### Check if any neighbor state meets the trigger.
## scope = state
## push_scope = state
alias[trigger:any_neighbor_state] = {
## cardinality = 0..1
tooltip = localisation
alias_name[trigger] = alias_match_left[trigger]
}
### Check if any allied country meets the trigger. Does not include the country itself.
## scope = country
## push_scope = country
alias[trigger:any_allied_country] = {
## cardinality = 0..1
tooltip = localisation
alias_name[trigger] = alias_match_left[trigger]
}
### Check if all states meets the trigger.
## scope = any
## push_scope = state
alias[trigger:all_state] = {
## cardinality = 0..1
tooltip = localisation
alias_name[trigger] = alias_match_left[trigger]
}
### Check if all owned states meets the trigger.
## scope = country
## push_scope = state
alias[trigger:all_owned_state] = {
## cardinality = 0..1
tooltip = localisation
alias_name[trigger] = alias_match_left[trigger]
}
### Check if all neighbor states meets the trigger.
## scope = state
## push_scope = state
alias[trigger:all_neighbor_state] = {
## cardinality = 0..1
tooltip = localisation
alias_name[trigger] = alias_match_left[trigger]
}
### Check if all allied countries meet the trigger. Does not include the country itself.
## scope = country
## push_scope = country
alias[trigger:all_allied_country] = {
## cardinality = 0..1
tooltip = localisation
alias_name[trigger] = alias_match_left[trigger]
}
### Check if a country is close to surrendering.
## scope = country
alias[trigger:surrender_progress] = variable_field
### Checks if daily political power increase is more or less that specified value. Example: political_power_daily > 1.5.
## scope = country
alias[trigger:political_power_daily] = variable_field
### Compares the ratio of total industrial capacity between the scope country and the one set with 'tag'.
## scope = country
alias[trigger:ic_ratio] = {
tag = scope[country]
tag = enum[country_tags]
ratio = float
}
### Compares the warscore of all wars in a country to see if any fullfills the comparison condition 0-100 - Example any_war_score > 40.
## scope = country
alias[trigger:any_war_score] = variable_field
### Check if country has idea with specified trait.
## scope = country
alias[trigger:has_idea_with_trait] = <country_leader_trait>
### Checks for amount of aircrafts, additionally of a specified type.
## scope = country
alias[trigger:has_deployed_air_force_size] = {
## cardinality = 0..1
size = float
## cardinality = 0..1
size = int_variable_field
## cardinality = 0..1
type = enum[air_units]
}
### Check what terrain is in combat.
## scope = combat
alias[trigger:is_fighting_in_terrain] = <terrain>
### Check if defender side in combat.
## scope = combat
alias[trigger:is_defender] = bool
### Check if combatant has modifier.
## scope = combat
alias[trigger:has_combat_modifier] = enum[combat_modifiers]
### Check if defender side in combat.
## scope = combat
alias[trigger:is_winning] = bool
### Check if fastest unit of combatant is over this limit.
## scope = combat
alias[trigger:fastest_unit] = float
### Checks if side has an advantage in recon level.
## scope = combat
alias[trigger:recon_advantage] = bool
### Check if country has technology.
## scope = country
alias[trigger:has_tech] = <technology>
### Checks researched land doctrine level.
## scope = country
alias[trigger:land_doctrine_level] = int
### Check if current game is ironman.
## scope = any
alias[trigger:is_ironman] = bool
### Compare the initial start date of current game.
## scope = any
alias[trigger:has_start_date] = date_field
### Checks for a specific date.
## scope = any
alias[trigger:date] = date_field
### Checks country has built a set number (at least) of a certain type of building since taking goal.
## scope = country
alias[trigger:has_built] = {
type = <building>
value = int
}
### Checks if country has available ideas with specific traits more than limit.
## scope = country
alias[trigger:has_available_idea_with_traits] = {
idea = <country_leader_trait>
idea = {
## cardinality = 1..inf
<country_leader_trait>
}
limit = int
## cardinality = 0..1
### # if specified, these ideas will be ignored.
ignore = {
enum[idea_name]
}
## cardinality = 0..1
### # if specified, these ideas will be ignored.
ignore = enum[idea_name]
}
### Checks if state is claimed by country.
## scope = state
alias[trigger:is_claimed_by] = scope[country]
### Checks if state is claimed by country.
## scope = state
alias[trigger:is_claimed_by] = enum[country_tags]
### Checks if state is core of country.
## scope = state
alias[trigger:is_core_of] = scope[country]
### Checks if state is core of country.
## scope = state
alias[trigger:is_core_of] = enum[country_tags]
### Checks if country is AI controlled.
## scope = country
alias[trigger:is_ai] = bool
### Check if sides leader has trait.
## scope = { character unit_leader combat operative }
alias[trigger:has_trait] = <unit_leader_trait>
### Check if sides leader has trait.
## scope = { character unit_leader }
alias[trigger:has_trait] = <country_leader_trait>
### Check if sides leader has trait.
## scope = { character unit_leader }
alias[trigger:has_trait] = <scientist_trait>
### Check if side has reserves waiting.
## scope = combat
alias[trigger:has_reserves] = bool
### Check if sides front is full or can get more reinforcements.
## scope = combat
alias[trigger:frontage_full] = bool
### Is lend-leasing country.
## scope = country
alias[trigger:is_lend_leasing] = scope[country]
### Is lend-leasing country.
## scope = country
alias[trigger:is_lend_leasing] = enum[country_tags]
### Checks building for available construction levels.
## scope = state
alias[trigger:free_building_slots] = {
building = <building>
size = int
## cardinality = 0..1
include_locked = bool
## cardinality = 0..1
province = enum[provinces]
}
### Checks if a state is a demilitarized zone.
## scope = state
alias[trigger:is_demilitarized_zone] = bool
### Checks if a state is in border conflict.
## scope = state
alias[trigger:is_border_conflict] = bool
### Has country completed focus.
## scope = country
alias[trigger:has_completed_focus] = <focus>
### Has country completed focus.
## scope = country
alias[trigger:has_completed_focus] = <shared_focus>
### One country has offensive war against other country.
## scope = country
alias[trigger:has_offensive_war_with] = scope[country]
### One country has offensive war against other country.
## scope = country
alias[trigger:has_offensive_war_with] = enum[country_tags]
### One country has defensive war against other country.
## scope = country
alias[trigger:has_defensive_war_with] = scope[country]
### One country has defensive war against other country.
## scope = country
alias[trigger:has_defensive_war_with] = enum[country_tags]
### Is country at offensive war.
## scope = country
alias[trigger:has_offensive_war] = bool
### Is country at defensive war.
## scope = country
alias[trigger:has_defensive_war] = bool
### Check if state is coastal.
## scope = state
alias[trigger:is_coastal] = bool
### Check the amount of casualties a country has suffered in all of it's wars.
## scope = country
alias[trigger:casualties] = int
### Works as an and-trigger with a custom tooltip.
## error_if_only_match = Alias for custom_override_tooltip trigger (see that trigger for more info). Kept for backward compatibility.Prefer custom_override_tooltip instead.
## severity = info
## scope = any
alias[trigger:custom_trigger_tooltip] = {
tooltip = localisation
tooltip = {
localization_key = localisation
INDEX = int
}
alias_name[trigger] = alias_match_left[trigger]
}
### Checks for amount of equipment stored.
## scope = country
alias[trigger:has_equipment] = { <equipment> = int_variable_field }
### Checks for amount of equipment stored.
## scope = country
alias[trigger:has_equipment] = { value[equipment_variant] = int_variable_field }
### Checks for amount of equipment stored.
## scope = country
alias[trigger:has_equipment] = { value[variable] = int_variable_field }
### Check amount of total factories.
## scope = country
alias[trigger:num_of_factories] = variable_field
### = { focus = id progress = 0.5 }.
## scope = country
alias[trigger:focus_progress] = {
focus = <focus>
focus = <shared_focus>
progress = float[0..1.0]
}
### Checks if the country is puppet of any other country.
## scope = country
alias[trigger:is_puppet] = bool
### Checks if the country is puppet of specified country.
## scope = country
alias[trigger:is_puppet_of] = scope[country]
### Checks if the country is puppet of specified country.
## scope = country
alias[trigger:is_puppet_of] = enum[country_tags]
### Checks for amount of ships in specified state's ports.
## scope = country
alias[trigger:ships_in_state_ports] = {
state = scope[state]
state = <state>
size = float
## cardinality = 0..1
type = enum[ship_units]
}
### Check if country is a major.
## scope = country
alias[trigger:is_major] = bool
### Is state located on continent.
## scope = state
alias[trigger:is_on_continent] = enum[continents]
### Is state located on same continent and the capital of right hand side.
## scope = state
alias[trigger:is_on_continent] = scope[country]
### Checks if the current scope is performing an amphibious invasion.
## scope = combat
alias[trigger:is_amphibious_invasion] = bool
### Compares the estimated army strength between the scope country and the one set with 'tag'.
## scope = country
alias[trigger:strength_ratio] = {
tag = scope[country]
tag = enum[country_tags]
ratio = float
}
### Check if side has maximal planning bonus.
## scope = combat
alias[trigger:has_max_planning] = bool
### Check if participant in civil war as revolter or target.
## scope = country
alias[trigger:has_civil_war] = bool
### Check if side has more combat width than their opponent.
## scope = combat
alias[trigger:less_combat_width_than_opponent] = bool
### Check if side is fighting air units.
## scope = combat
alias[trigger:is_fighting_air_units] = bool
### Check if side has a career with air wings on a mission.
## scope = combat
alias[trigger:has_carrier_airwings_on_mission] = bool
### Check if side has flanked their opponent.
## scope = combat
alias[trigger:has_flanked_opponent] = bool
### Check if there is a claim between a country and all others.
## scope = country
alias[trigger:any_claim] = bool
### Compares number of volunteers from the country. Example: has_volunteers_amount_from = { tag = ITA count > 1 }.
## scope = country
alias[trigger:has_volunteers_amount_from] = {
tag = scope[country]
tag = enum[country_tags]
count = int
}
### Check amount of controlled stats.
## scope = country
alias[trigger:num_of_controlled_states] = variable_field
### Checks if the current scope was ever the specified country.
## scope = { country combat }
alias[trigger:original_tag] = scope[country]
### Checks if the current scope was ever the specified country.
## scope = { country combat }
alias[trigger:original_tag] = enum[country_tags]
### Compare if the country has added above or below the specified ammount of tension.
## scope = country
alias[trigger:has_added_tension_amount] = float
### Check if manpower is enough to switch recruitment laws not to be negative.
## scope = country
alias[trigger:has_manpower_for_recruit_change_to] = {
value = float
group = value[idea_slot]
}