指令

本页面适用于最新的版本(3.3)。
咯咯炀讨论 | 贡献2020年5月22日 (五) 14:30的版本 (以“{{Version|3.3}} '''Commands''' or '''effects''' are used in scripting to alter the target that was selected with scopes and conditions. They appear in: * comman…”替换内容)


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

abdicate = { move = no }

Government
abdicate_to character character Abdicate to an arbitrary character.

Note: to also transfer wealth, use the transfer_scaled_wealth command.

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