Commands or effects are used in scripting to alter the target that was selected with scopes and conditions.
They appear in:
- command blocks (the immediate and option sections of events, or similar: effect, creation_effect, gain_effect, success, ...)
- scripted effects, which can be used to group commands into re-usable macro.
(Scripting) commands are different from console commands: though some console commands have a scripting equivalent, others do not (for instance player
console command).
List of commands
Available commands depend on the current scope type.
Command | Used in vanilla | Used from scope | Value type | Description | Example | Category |
---|---|---|---|---|---|---|
abandon_heresy | ✓ | character/province | bool | Converts to the parent religion | abandon_heresy = yes
|
Religion |
abdicate | ✓ | character | bool/clause | Abdicate to current heir. Since 2.7 move = no can be used to ensure that the character keeps the same liege if they end up unlanded.
|
abdicate = yes
|
Government |
abdicate_to | ✓ | character | character | Abdicate to an arbitrary character. Note: to also transfer wealth, use the |
holder_scope = { abdicate_to = ROOT }
|
Government |
abdicate_to_most_liked_by | ✓ | character | character | Used in depose_liege CB
|
FROM = { abdicate_to_most_liked_by = ROOT }
|
Government |
activate_disease | ✓ | any | disease | Activate a disease, which can now randomly appear. Note that there's no way to deactivate a disease. | activate_disease = syphilis
|
Health |
activate_plot | ✓ | character | bool | For plots activated by decision | hidden_effect = { activate_plot = yes }
|
Plots |
activate_title | ✓ | any | clause | Activate/deactivate a titular or de jure landed title. Unlike destroyed titles (destroy_landed_title ), deactivated titles cannot be re-created by the p
|