Dota 2

Консольные команды, event-ы, читы и эксплойты

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Dota 2

Список всех консольных команд, интересных event-ов, читов, эксплойтов и трейнеров для игры

Если вы нашли и, или создали интересный код, event, трейнер пишите в этой теме. 
Так же суда пишем про все эксплойты.

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Adjudicator
5 минут назад, Dota 2 сказал:

Список всех консольных команд, интересных event-ов, читов, эксплойтов и трейнеров для игры

Если вы нашли и, или создали интересный код, event, трейнер пишите в этой теме. 
Так же суда пишем про все эксплойты.

Засядем со знакомым и сделаем таблицу. Всегда полезная тема для фана 😉

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  •  · Достижения
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  • xSheppardx

    Кто ни будь знает как консоль в СК3 запустить?

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    Assassin777
    2 часа назад, Дoбро сказал:
    Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. Список читов (Открыть)

    Cheats

    Cheats are console commands that can be used to give unfair advantages as opposed to sole testing purposes.

    Command Effect Parameters Example
    age Adds [amount] of age to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] age 20
    add_claim Adds a pressed claim on [title id] to [character id], if no character is specified then the player character. [title id] [character id] add_claim e_hre
    add_doctrine Adds [doctrine id] to [faith id], if no faith is specified then the player character's faith. Pressing tab reveals all doctrine IDs. [doctrine id] [faith id] add_doctrine doctrine_pluralism_fundamentalist catholic
    add_dread Adds [amount] of stress to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] add_dread 100
    add_maa Adds [regiment id] of of men-at-arms to [character id], if no character is specified then the player character. Pressing tab reveals all regiment IDs. [regiment id] [character id] add_maa bowmen
    add_perk Adds [perk id] to [character id], if no character is specified then the player character. Pressing tab reveals all perk IDs. [perk id] [character id] add_perk thoughtful_perk
    add_piety Adds [amount] of piety to the player character. Negative values lower it. Default 1000. [amount] add_piety 9000
    add_prestige Adds [amount] of prestige to the player character. Negative values lower it. Default 1000. [amount] add_prestige 16000
    add_realm_law Passes [law id] to the realm of [character id], if no character is specified then the player character's realm. Pressing tab reveals all law IDs. [law id] [character id] add_realm_law crown_authority_3
    add_realm_law_skip_effects Adds [law id] to the realm of [character id], if no character is specified then the player character's realm. Pressing tab reveals all law IDs. [law id] [character id] add_realm_law_skip_effects crown_authority_3
    add_relation Adds [relation id] between [character id] and [character id], if only one character is specified then between the player character and them. [relation id] [character id] add_relation friend 1234
    add_secret Adds [secret id] to the player character. Pressing tab reveals all secret IDs. [secret id] add_secret secret_witch
    add_stress Adds [amount] of stress to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] add_stress 50
    add_title_law Adds [succession law id] to [title id]. [title id] [law id] add_title_law e_hre feudal_elective_succession_law
    add_trait Adds [trait id] to [character id], if no character is specified then the player character. Pressing tab reveals all trait IDs. [trait id] [character id] add_trait witch
    add_lifestyle_xp_all Adds [amount] of experience to all lifestyles of [character id], if no character is specified then the player character. Default 1000. [amount] [character id] add_lifestyle_xp_all 2000
    add_diplomacy_lifestyle_xp Adds [amount] of diplomacy lifestyle experience to [character id], if no character is specified then the player character. Default 1000. [amount] [character id] add_diplomacy_lifestyle_xp 2000
    add_martial_lifestyle_xp Adds [amount] of martial lifestyle experience to [character id], if no character is specified then the player character. Default 1000. [amount] [character id] add_martial_lifestyle_xp 2000
    add_stewardship_lifestyle_xp Adds [amount] of stewardship lifestyle experience to [character id], if no character is specified then the player character. Default 1000. [amount] [character id] add_stewardship_lifestyle_xp 2000
    add_intrigue_lifestyle_xp Adds [amount] of intrigue lifestyle experience to [character id], if no character is specified then the player character. Default 1000. [amount] [character id] add_intrigue_lifestyle_xp 2000
    add_learning_lifestyle_xp Adds [amount] of learning lifestyle experience to [character id], if no character is specified then the player character. Default 1000. [amount] [character id] add_learning_lifestyle_xp 2000
    change_culture Changes the culture of [county id] to [culture id]. [county id] [culture id] change_culture 496 swedish
    change_development_level Adds [amount] of development to [county id], if no county is specified then the player character's capital. Negative values lower it. [amount] [county id] change_development_level 100 496
    change_fervor Adds [amount] of fervor to [faith id], if no faith is specified then the player character's faith. Negative values lower it. Default 10. [amount] [faith id] change_fervor 100 catholic
    change_diplomacy Adds [amount] of diplomacy skill to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] change_diplomacy 16
    change_martial Adds [amount] of martial skill to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] change_martial 16
    change_stewardship Adds [amount] of stewardship skill to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] change_stewardship 16
    change_intrigue Adds [amount] of intrigue skill to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] change_intrigue 16
    change_learning Adds [amount] of learning skill to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] change_learning 16
    change_prowess Adds [amount] of prowess skill to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] change_prowess 16
    clear_character_modifiers Removes all character modifiers from [character id], if no character is specified then the player character. [character id] clear_character_modifiers
    clear_title_laws Removes all title succession laws from [title id]. [title id] clear_title_laws e_hre
    clear_traits Removes all traits from [character id], if no character is specified then the player character. [character id] clear_traits
    discover_all_eras Discovers all innovations for the culture of [character id], if no character is specified then the player character's. [character id] discover_all_eras
    discover_era Discovers [era id] and all its innovations for the player character's culture. Pressing tab reveals all era IDs. Default current era. [era id] discover_era culture_era_early_medieval
    discover_fascination Discovers the current fascination for the culture of [character id], if no character is specified then the player character's. [character id] discover_fascination
    discover_innovation Discovers [innovation id] for the culture of [character id], if no character is specified then the player character's. Pressing tab reveals all innovation IDs. [innovation id] [character id] discover_innovation innovation_motte
    dynasty_prestige Adds [amount] of renown to [dynasty id], if no dynasty is specified then the player character's dynasty. Negative values lower it. Default 1000. [amount] [dynasty id] dynasty_prestige 100000
    end_schemes All schemes targeting the player character are abandoned. None end_schemes
    event Triggers [event id]. [event id] event lifestyle_nicknames.0001
    gain_all_dynasty_perks Buys all dynasty legacies for the dynasty of [character id], if no character is specified then the player character's. [character id] gain_all_dynasty_perks
    gain_all_perks Gives all lifestyle perks to [character id], if no character is specified then the player character. [character id] gain_all_perks
    give_title Gives [title id] to [character id], if no character is specified then the player character. [title id] [character id] give_title e_hre
    gold Adds [amount] of gold to the player character. Negative values lower it. Default 1000. [amount] add_gold 500
    instabuild Holdings and buildings in the player character's domain are finished in a day. Entering it again disables it. None instabuild
    instant_birth Pregnancies last a day. Entering it again disables it. None instant_birth
    join_era Enters [era id] for the culture of [character id], if no character is specified then the player character's. Pressing tab reveals all era IDs. [era id] join_era culture_era_high_medieval
    kill Kills [character id], if no character is specified then the player character. [character id] kill
    know_schemes Discovers all schemes targeting the player character. None know_schemes
    merge_culture Changes the culture of all counties of [culture id] to [culture id]. [culture id] [culture id] merge_culture greek swedish
    pregnancy Impregnates female [character id] with father [character id], if no character is specified then an unknown father. [character id] [character id] pregnancy 1234
    remove_doctrine Removes [doctrine id] from [faith id], if no faith is specified then the player character's faith. Pressing tab reveals all doctrine IDs. [doctrine id] [faith id] remove_doctrine doctrine_pluralism_righteous catholic
    remove_nick Removes the current nickname from [character id], if no character is specified then the player character. [character id] remove_nick
    remove_relation Removes [relation id] between [character id] and [character id], if only one character is specified then between the player character and them. [relation id] [character id] remove_relation friend 1234
    remove_trait Removes [trait id] from [character id], if no character is specified then the player character. Pressing tab reveals all trait IDs. [trait id] [character id] remove_trait witch
    set_culture Changes the culture to [culture id] for [character id], if no character is specified then the player character. Pressing tab reveals all culture IDs. [culture id] [character id] set_culture swedish
    set_dread Sets the dread to [amount] for [character id], if no character is specified then the player character. [amount] [character id] set_dread 100
    set_faith Changes the faith to [faith id] for [character id], if no character is specified then the player character. Pressing tab reveals all faith IDs. [faith id] [character id] set_faith catholic
    set_focus Sets the focus to [focus id] for [character id], if no character is specified then the player character. [focus id] [character id] set_focus diplomacy_majesty_focus
    set_nick Gives [nickname id] to [character id], if no character is specified then the player character. [nickname id] [character id] set_nick nick_the_lazy
    set_sexuality Changes the sexual orientation to [sexuality id] for [character id], if no character is specified then the player character. [sexuality id] [character id] set_sexuality bisexual
    set_stress Sets the stress to [amount] for [character id], if no character is specified then the player character. [amount] [character id] set_stress 0
    set_diplomacy Sets the diplomacy skill to [amount] for [character id], if no character is specified then the player character. [amount] [character id] set_diplomacy 16
    set_martial Sets the martial skill to [amount] for [character id], if no character is specified then the player character. [amount] [character id] set_martial 16
    set_stewardship Sets the stewardship skill to [amount] for [character id], if no character is specified then the player character. [amount] [character id] set_stewardship 16
    set_intrigue Sets the intrigue skill to [amount] for [character id], if no character is specified then the player character. [amount] [character id] set_intrigue 16
    set_learning Sets the learning skill to [amount] for [character id], if no character is specified then the player character. [amount] [character id] set_learning 16
    set_prowess Sets the prowess skill to [amount] for [character id], if no character is specified then the player character. [amount] [character id] set_prowess 16
    yesmen AI characters accept all proposals. Entering it again disables it. None yesmen

    Testing commands

    Testing commands are used for developer, beta tester or modder testing.

    Command Effect Parameters Example
    clear Clears console history. None clear
    effect Executes a scripted effect. [effect script] effect test
    faction_spawn Spawns [faction type] if there are valid counties or courtiers to create it. [faction type] faction_spawn peasant_faction
    generate_cadet_coa Generates a new coat of arms for the player character's house. None generate_cadet_coa
    help Prints the description of [command], if empty lists all console commands. [command] help help
    instamove Armies more one barony per day. None instamove
    map_editor Opens the map editor. None map_editor
    nomen AI characters refuse all proposals. Entering it again disables it. None nomen
    observe Enters observer mode. None observe
    play Switches character to [character id]. [character id] play 1234
    portrait_editor Opens the portrait editor. None portrait_editor
    run Executes the commands in [file name]. The file must be placed in Documents/Paradox Interactive/Crusader Kings III. None run test.ini
    set_is_ai Allows the AI to control [character id]. [character id] set_is_ai 1234
    set_is_player Disallows the AI to control [character id]. [character id] set_is_player 1234
    yesmen AI characters accept all proposals. Entering it again disables it. None yesmen

    List of commands

    Commands or effects are used in Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.  to alter the target that was selected with Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.  and Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. .

    They appear in:

    • command blocks (the immediate and option sections of Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. , or similar: effect, creation_effect, gain_effect, success, ...)
    • Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. , which can be used to group commands into re-usable macro.

    (Scripting) commands are different from Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. , though some console commands have a scripting equivalent.

    Available commands depend on the current Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.  type.

    Command Used in vanilla Used from scope Value type Description Example Category
    add_dynasty_modifier   dynasty   Adds a modifier to a dynasty. add_dynasty_modifier = name
    add_dynasty_modifier = { modifier = name days/weeks/months/years = int }
    Modifiers
    add_dynasty_perk   dynasty key Adds dynasty perk. add_dynasty_perk = key Lifestyles
    add_dynasty_prestige   dynasty int Adds dynasty prestige.   Dynasty
    add_dynasty_prestige_level   dynasty   Adds dynasty prestige levels.   Dynasty
    remove_all_dynasty_modifier_instances   dynasty modifier Remove all instances of a modifier from a dynasty. remove_all_dynasty_modifier_instances = name Modifiers
    remove_dynasty_modifier   dynasty modifier Remove a modifier from a dynasty. remove_dynasty_modifier = name Modifiers
    add_house_modifier   dynasty/house modifier Add a modifier to a house. add_house_modifier = name Modifiers
    remove_all_house_modifier_instances   dynasty/house modifier Remove all instances of a modifier from a house. remove_all_house_modifier_instances = name Modifiers
    remove_house_modifier   dynasty/house modifier Remove a modifier from a house. remove_house_modifier = name Modifiers
    add_scheme_modifier   scheme modifier for "type" and int for "days" Adds the specified scheme modifier. add_scheme_modifier = { type = X days = Y }
    (Days are optional, the modifier will expire in Y days if specified)
    Modifiers
    add_scheme_progress   scheme int Add progress to the scope scheme. (Progress is in 0.0 - 100.0 range) add_scheme_progress = X Schemes
    end_scheme   scheme bool Ends a specific scheme and removes it without any other effect. end_scheme = yes Schemes
    expose_scheme   scheme   Exposes the scheme to the defender   Schemes
    expose_scheme_agent   scheme character Exposes the target character as an agent of the current scheme.   Schemes
    remove_scheme_modifier   scheme modifier Removes the specified scheme modifier.   Modifiers
    scheme_freeze_days   scheme int freezes the scheme for X days (0 unfreezes the scheme) scheme_freeze_days = X Schemes
    add_county_modifier   landed title modifier/int Add a modifier to a county. add_county_modifier = name
    add_county_modifier = { modifier = name days/weeks/months/years = int }
    Modifiers
    change_county_control   landed title int Changes the county control of a title. If the title has higher tier than county, the effect will propagate down to all counties below it.   Control
    change_de_jure_drift_progress   landed title title/int Change the progress of de jure drift of a title. <drifting_title> = { change_de_jure_drift_progress = { target = <drift_target_title> values = <progress_change_value> } } Title
    change_development_level   landed title int Changes the development level of a title. If the title has higher tier than county, the effect will propagate down to all counties below it.   Title
    change_development_progress   landed title int Changes the development progress of a title. If the title has higher tier than county, the effect will propagate down to all counties below it.   Development
    change_development_progress_with_overflow   landed title int Changes the development progress of a title. If the title has higher tier than county, the effect will propagate down to all counties below it. Will overflow, so adding +100 to a county with 50 progress left will increase the level by 1 and result in 50 progress towards the next level.   Development
    clear_title_laws   landed title bool Remove all title laws from the scoped title. DOES NOT apply law removal costs and effects. clear_title_laws = yes Laws
    clear_title_laws_effects   landed title bool Remove all title laws from the scoped title. DOES apply law removal costs and effects. clear_title_laws_effects = yes Laws
    copy_title_history   landed title title Copy title history from another title. copy_title_history = source_title Titles
    remove_all_county_modifier_instances   landed title modifier Remove all instances of a modifier from a county. remove_all_county_modifier_instances = name Modifiers
    remove_county_modifier   landed title modifier Remove a modifier from a county. remove_county_modifier = name Modifiers
    reset_title_name   landed title bool Sets the name and adjective of the scoped title back to being based on its key. Won't cause the prefix to change. reset_title_name = yes Title
    reset_title_prefix   landed title bool Sets the prefix of the scoped title back to being based on its key. Won't cause its adjective or name to change. reset_title_prefix = yes Title
    revoke_lease   landed title bool Revoke the lease of the scoped title. revoke_lease = yes Title
    set_always_follows_primary_heir   landed title bool Sets if the title should always go to the primary heir in partition succession. set_always_follows_primary_heir = yes Title
    set_capital_county   landed title title Sets the capital county of the title to the target county. set_capital_county = <some county title> Title
    set_color_from_title   landed title title Sets the color of the title to the same as the target title (shifted very slightly to not be identical). set_color_from_title = <some title> Title
    set_county_culture   landed title culture/title Sets the culture of a county. set_county_culture = english/root.character_culture Title
    set_county_faith   landed title faith Changes what faith a county has.   Title
    set_de_jure_liege_title   landed title title Set a new DeJure liege title. set_de_jure_liege_title = new_de_jure_liege Title
    set_definitive_form   landed title bool Sets if the title should use a definitive form name (no 'Kingdom of'). set_definitive_form = yes Title
    set_delete_on_destroy   landed title bool Sets if the title should be deleted from the gamestate completely when it is destroyed. set_delete_on_destroy = yes Title
    set_destroy_if_invalid_heir   landed title bool Sets if the title should be destroyed on succession if there's no heir matching its restrictions. set_destroy_if_invalid_heir = yes Title
    set_destroy_on_succession   landed title bool Sets if the title should be destroyed on succession. set_destroy_on_succession = yes Title
    set_landless_title   landed title bool Sets if the title is landless (can be held by rulers with no land) set_landless_title = yes Title
    set_no_automatic_claims   landed title bool Sets if the title should disallow automatic claims (meaning claims will only be added by script, and by pressed claims being inherited). set_no_automatic_claims = yes Title
    set_title_name   landed title key sets the name (localization key) of the scoped title. The adjective will be constructed by adding '_adj' to the localisation key. Won't cause the prefix to change. set_title_name = TEST_NAME_PLEASE_IGNORE Title
    set_title_prefix   landed title key sets the prefix of the scoped title. Won't cause its name or adjective to change. set_title_prefix = PREFIX_THE Title
    title_create_faction   landed title faction
    character/title
    The scoped landed title creates a faction of the specified type against the specified target. title_create_faction = { type = X target = Y } Factions
    title_join_faction   landed title faction The landed title in the scope joins the assigned faction.   Factions
    title_leave_faction   landed title faction The title in the scope leaves the assigned faction   Factions
    end_story   story cycle   Ends a story and executes it's on_end effect, the story can no longer be accessed after this.   Stories
    make_story_owner   story cycle character Makes the character the new owner of the story. make_story_owner = character_target Stories
    add_innovation   culture innovation Add innovation to a culture.   Innovations
    add_random_innovation   culture innovation/bool Add random available innovation <culture> = { add_random_innovation = culture_group_military/culture_group_civic/culture_group_regional/yes } Innovations
    get_all_innovations_from   culture culture Discover all innovations from the target culture. get_all_innovations_from = <culture> Innovations
    get_random_innovation_from   culture   Get random available innovation from another culture.   Innovations
    add_character_flag   character flag Adds a character flag. add_character_flag = X
    add_character_flag = { flag = X days/weeks/years = Y } X is the name of the flag and Y is a value or value interval "{ min max }".
    Flags
    add_character_modifier   character modifier/int Add a modifier to a character. add_character_modifier = name
    add_character_modifier = { modifier = name days/weeks/months/years = int }
    Modifiers
    add_courtier   character character Add the target character to the scope character's court.   Characters
    add_diplomacy_lifestyle_perk_points   character int Adds lifestyle per points to the given character.   Lifestyles
    add_diplomacy_lifestyle_xp   character int Adds lifestyle XP to the given character.   Lifestyles
    add_dread   character int Adds (or removes) dread to a character.   Characters
    add_gold   character   Adds gold to a character.   Characters
    add_hook   character hook/character/secret/int Adds a hook on a character. Does send a toast to the player if it's involved. add_hook = { type = X, target = Y, secret = Z, days/months/years = W }
    days/months/years optional (taken from hook type otherwise) and can be a value or an interval, secret required for hook types that require it.
    Hooks and Secrets
    add_hook_no_toast   character hook/character/secret/int Adds a hook on a character. Does NOT send a toast to the player. add_hook = { type = X, target = Y, secret = Z, days/months/years = W }
    days/months/years optional (taken from hook type otherwise) and can be a value or an interval, secret required for hook types that require it.
    Hooks and Secrets
    add_intrigue_lifestyle_perk_points   character int Adds lifestyle per points to the given character.   Lifestyles
    add_intrigue_lifestyle_xp   character int Adds lifestyle XP to the given character.   Lifestyles
    add_joined_faction_discontent   character int Adds (or subtracts) discontent to the factions the scope character is in. add_joined_faction_discontent = X Factions
    add_knows_of_killer   character character Adds the right hand side character as knowing of the killer of the scoped object. dead_person = { add_knows_of_killer = root } Characters
    add_learning_lifestyle_perk_points   character int Adds lifestyle per points to the given character.   Lifestyles
    add_learning_lifestyle_xp   character int Adds lifestyle XP to the given character   Lifestyles
    add_martial_lifestyle_perk_points   character int Adds lifestyle per points to the given character.   Lifestyles
    add_martial_lifestyle_xp   character int Adds lifestyle XP to the given character.   Lifestyles
    add_opinion   character modifier/int/character Adds a temporary opinion modifier. add_opinion = { modifier = X days/months/years = Y target = Z } Characters
    add_perk     character Adds the perk for this character   Lifestyles
    add_piety   character   Gives (or takes) piety to a character.   Characters
    add_piety_experience   character   Gives (or takes) piety experience to a character.   Characters
    add_piety_level   character   Increases (or decreases) the piety level of a character.   Characters
    add_pressed_claim   character landed title Gives a pressed claim to a character.   Title
    add_prestige   character   Gives (or takes) prestige to a character.   Characters
    add_prestige_experience   character   Gives (or takes) prestige experience to a character.   Characters
    add_prestige_level   character   Increases (or decreases) the prestige level of a character.   Characters
    add_realm_law   character   Adds the given law to the scoped character.   Laws
    add_realm_law_skip_effects   character   Adds the given law to the scoped character. Skips the cost and the pass effect, and the revoke effects of the current law.   Laws
    add_relation_flag   character   Adds a flag to an existing relation. add_relation_flag = { relation = scripted_relation flag = flag_name (declared in the relation's script) target = other_character } Flags
    add_scheme_cooldown   character character/scheme/int Sets a scheme cooldown for the scoped character. <scoped_character> = { target=target_character type=scheme_type days/weeks/months/years = duration } Hooks and Schemes
    add_secret   character secret/character Adds a secret.
    Note that if you create a Secret in the immediate effect, the tooltips for other effects run in that Secret's scope (such as reveal_to) are likely to be displayed incorrectly, or not to be displayed at all. This is due to the game generating the tooltip before it actually has a Secret that exists to work off of. Test rigorously and use custom tooltips if necessary. Creating a Secret in the immediate and then running effects on it in an event option should produce perfectly normal tooltips.
    add_secret = { type = X target = Y } Hooks and Secrets
    add_stewardship_lifestyle_perk_points   character int Adds lifestyle per points to the given character.   Lifestyles
    add_stewardship_lifestyle_xp   character int Adds lifestyle XP to the given character.   Lifestyles
    add_stress   character int Increases (or decreases) stress of a character.   Characters
    add_targeting_factions_discontent   character int Adds (or subtracts) discontent to all the factions that are targeting the scope character. add_targeting_factions_discontent = X Factions
    add_to_scheme   character cheme Adds a character as an agent to the scheme.   Hooks and Schemes
    add_trait   character   Adds a trait to a character (the trait will not be added and no tooltip will be shown if the character isn't eligible for the trait, i.e. when already having the trait, having an opposing trait, not fulfilling the trait's is_potential trigger or being outside of the trait's range).   Characters
    add_trait_force_tooltip   character   Adds a trait to a character (if the add_trait effect would not add the trait - i.e. when already having the trait, having an opposing trait, not fulfilling the trait's is_potential trigger or being outside of the trait's range - a tooltip will be shown but the trait will not be added).   Characters
    add_truce_both_ways   character character/string/bool/war result Sets the both-way truce against the specified character.
    'character' specifies the target character
    'override' says whether it should replace the previous truce even if shorter
    'years / months / days' sets the duration of the truce
    'result' specifies the result from the scope character's point of view ('white_peace' by default)
    'casus_belli' sets the casus belli scope that caused the truce, mutually exclusive with 'name'
    'name' sets a custom description. Dynamic description with the current scope
    'war' sets the war that caused the truce, mutually exclusive with 'casus_belli'
    add_truce_both_ways = { character = X years/months/days = Y override = yes/no result = victory/defeat/white_peace casus_belli/war = Z } Characters
    add_truce_one_way   character character/string/bool/war result Sets the truce against the specified character.
    'character' specifies the target character
    'override' says whether it should replace the previous truce even if shorter
    'years / months / days' sets the duration of the truce
    'result' specifies the result from the scope character's point of view ('white_peace' by default)
    'casus_belli' sets the casus belli scope that caused the truce, mutually exclusive with 'name'
    'name' sets a custom description. Dynamic description with the current scope
    'war' sets the war that caused the truce, mutually exclusive with 'casus_belli'
    add_truce_one_way = { character = X years/months/days = Y override = yes/no result = victory/defeat/white_peace casus_belli/war = Z } Characters
    add_tyranny   character int Adds (or removes) tyranny to (or from) a character.   Characters
    add_unpressed_claim   character landed title Gives an unpressed claim to a character.   Titles
    add_visiting_courtier   character character Add the target character as the scope character's guest.   Characters
    allow_alliance   character character Allows (previously broken) alliance with the target character.   Characters
    allow_in_scheme     character Allow the character to join the scheme as an agent.   Hooks and Schemes
    apply_ai_vassal_obligation_liege_most_desired   character   Apply the new level for the most desired AI obligation level the liege in the contract wants   Laws
    apply_ai_vassal_obligation_vassal_most_desired   character   Apply the new level for the most desired AI obligation level the vassal in the contract wants.   Laws
    assign_council_task   character   Assigns the target character to the council task. assign_council_task = { council_task = council_task_scope target = character_taking_the_position fire_on_actions = yes/no } Jobs
    assign_councillor_type   character   Assigns the target character to the first available council position of the type available. assign_councillor_type = { type = council_position_type_key target = character_taking_the_position fire_on_actions = yes/no } Jobs
    banish   character   The character gets banished.   Characters
    becomes_independent   character   Becomes and independent ruler. becomes_independent = { change = 'previously created title_and_vassal_change' } Vassalage
    break_alliance   character character Breaks the alliance with the target character.   Relations
    cancel_truce_both_ways   character character Ends the truce against the specified character, and theirs against the scoped character. cancel_truce_both_ways = scope:character Relations
    cancel_truce_one_way   character character Ends the truce against the specified character. cancel_truce_one_way = scope:character Relations
    change_current_weight   character int Change the current weight of the scoped character change_current_weight = 20 Characters
    change_first_name   character key/character Change the first name of a character. change_first_name = <localization_key>
    change_first_name = scope:name/var:name
    change_first_name = { template_character = scope:character }
    Characters
    change_government   character key Changes the government of a character.   Characters
    change_liege   character   Adds a liege change. change_liege = { liege = 'Character that should become the new liege' change = 'previously created title_and_vassal_change'} Vassalage
    change_prison_type   character key Changes the charater's prison type. Scoped character is the prisoner. Accepts any static modifier (see also improson effect). change_prison_type = house_arrest Characters
    change_target_weight   character int Change the target weight of the scoped character. change_target_weight = 20 Characters
    clear_forced_vote   character bool clear_forced_vote = yes   Characters
    consume_banish_reasons   character character 'Consume' all banish reasons that the scoped character has on the target character. Until they get a new reason, they cannot banish the target again.   Characters
    consume_divorce_reasons   character character 'Consume' all divorce reason that the scoped character has on the target character. Until they get a new reason, they cannot divorce the target again.   Characters
    consume_execute_reasons   character character 'Consume' all execute reasons that the scoped character has on the target character. Until they get a new reason, they cannot execute the target again.   Characters
    consume_imprisonment_reasons   character character 'Consume' all imprisonment reasons that the scoped character has on the target character. Until they get a new reason, they cannot imprison the target again.   Characters
    consume_revoke_title_reason   character character 'Consume' 1 revoke title reason that the scoped character has on the target character.   Characters
    copy_inheritable_appearance_from   character character Copies the inheritable appearance attributes (inheritable genes in the character's DNA string) from the target character to the scoped character.   Titles
    create_alliance   character character Create an alliance between the scoped character and the target. The allied through characters determine who gets checked against for if the alliance should persist or not. create_alliance = scope
    create_alliance = { target = scope allied_through_owner = scope allied_through_target = scope }
    Relations
    create_cadet_branch   character bool The scope character creates a cadet branch of the house he is in.   Characters
    create_faction   key/character   The scoped character creates a faction of the specified type against the specified target. create_faction = { type = X target = Y } Factions
    create_story   character key/character Creates and initializes a story cycle with the current character as owner. create_story = story_type
    create_story = { type = story_type save_scope_as/save_temporary_scope_as = scope_name # optional way to get a reference to the new story }
    Stories
    death   character character/key Kills a character. Where X is a character and Y is one of the death reason keys. Or death = natural which will pick a natural death reason to kill the character from. death = { killer = X death_reason = Y } Characters
    depose   character bool The character gets deposed.   Vassalage
    destroy_title   character title Destroys a title.   Titles
    end_pregnancy   character   End a pregnancy   Characters
    execute_decision   character   Execute the specified decision for the scoped character   Characters
    finish_council_task   character   The councillor finish the current assigned task successfully.   Jobs
    fire_councillor   character character The scope character fires the target character form teh council.   Jobs
    forbid_from_scheme   character   Forbid the scope character from joining the target scheme as an agent (and kick the character out if already in the scheme)   Hooks and Schemes
    force_add_to_scheme   character key/int Adds a character as an agent to the scheme and forces them to stay. force_add_to_scheme = { scheme = target_Scheme days/months/years = duration } Hooks and Schemes
    force_vote_as   character   Forces the character to vote the same as the target. force_vote_as = { target = someone days/months/years = x } Characters
    get_title   character title Gives a title to a character.   Titles
    give_nickname   character key Give a nickname to this character.   Characters
    imprison   character character/key Imprisons the target character as this character's prisoner. X is a character, Y is a flag, Z is a static modifier. imprison = { target = X reason = Y type = Z } Characters
    join_faction   character   The character in the scope joins the assigned faction.   Factions
    join_faction_forced   character key/character/int The character in the scope is forced to join a faction by a character for a defined time. join_faction_forced = { faction = X forced_by = Y days/months/years = duration } Factions
    join_faction_skip_check   character   The character in the scope joins the assigned faction skiping the can_character_join trigger.   Factions
    leave_faction   character   The charcter in the scope leaves the assigned faction.   Factions
    make_claim_strong   character title Makes a claim strong (character adds the claim if not having it already).   Titles
    make_claim_weak   character title Makes a claim weak (character adds the claim if not having it already).   Titles
    make_concubine   character character Makes the target character a concubine of the scope character, the target should not be imprisoned.   Characters
    make_pregnant   character character/int/bool Makes a character pregnant. make_pregnant = { father= 'the real father' number_of_children= X known_bastard=yes/no } Characters
    make_trait_active   character   Activates an inactive trait. Tooltip will not be shown if the character cannot have the trait.   Characters
    make_trait_active_force_tooltip   character   Activates an inactive trait. Tooltip will be shown even if the character cannot have the trait.   Characters
    make_trait_inactive   character   Makes a current trait of a character inactive. Tooltip will not be shown if the character doesn't have the trait.   Characters
    make_trait_inactive_force_tooltip   character   Makes a current trait of a character inactive. Tooltip will be shown even if the character doesn't have the trait.   Characters
    make_unprunable   character   The scope character will no longer be prunable after their death. Use with care, as this will make everyone related to them unprunable too. So you should only use this if someone absolutely *needs* to stick around several years after their death. make_unprunable = yes Characters
    marry   character character Marries the scoped character to the target character. marry = target Characters
    marry_matrilineal   character character Marries the scoped character to the target character matrilineally marry_matrilineal = target Characters
    move_to_pool   character bool The scoped character (courtier or guest) leaves their current court and moves into the pool. scope:guest = { move_to_pool = yes } Characters
    move_to_pool_at   character province The scoped character (courtier/guest/pool character) leaves their current court (if any) and moves into the pool of the specified province scope:guest = { move_to_pool_at = scope:some_province } Characters
    pay_long_term_gold   character character/int The scope character pays gold to the target character. (AI budget category long term). pay_gold = { target = X gold = Y } Characters
    pay_short_term_gold   character   The scope character pays gold to the target character. (AI budget category short term). pay_gold = { target = X gold = Y } Characters
    pay_short_term_income   character character/int The scope character immediately pays gold corresponding to their income to the target character. (AI budget short term). pay_income = { target = X days/months/years = Y } Characters
    play_music_cue   character   Plays the specified music cue.   Music
    recalculate_scripted_relation   character   Recalculates the effect of a scripted relation. recalculate_scripted_relation = friend Relations
    recruit_courtier   character character Recruits the target to become a courtier. scope:liege = { recruit_courtier = scope:new_courtier } Characters
    refund_all_perks   character bool Refunds all perks of the character. refund_all_perks = yes Lifestyles
    refund_perks   character key Refunds all perks of the RHS lifestyle. refund_perks = intrigue_lifestyle Lifestyles
    release_from_prison   character bool Releases the character from the prison. release_from_prison = yes Characters
    remove_all_character_modifier_instances   character modifier Remove all instances of a modifier from a character remove_all_character_modifier_instances = name Modifiers
    remove_character_flag   character flag Removes a character flag.   Flags
    remove_character_modifier   character modifier Remove a modifier from a character. remove_character_modifier = name Modifiers
    remove_claim   character landed title Removes an explicit (not from a living parent/grand parent) claim.   Title
    remove_concubine   character character Removes the target character as a concubine of the scope character.   Relations
    remove_courtier_or_guest   character character Removes the target character (guest or courtier) from the scope character's court. scope:host = { remove_courtier_or_guest = scope:guest }
    scope:host = {
    remove_courtier_or_guest = {
    character = scope:guest
    new_location = scope:some_province # optionally specify a new location
    }
    }
    Characters
    remove_decision_cooldown   character key Remove the cooldown on taking a decision for the scoped character. remove_decision_cooldown = decision_name Decisions
    remove_hook   character character/hook_type Removes a hook on a character. If type is specified, the hook will only be removed if it is of that type. remove_hook = { target = X, type = Y } Hooks and Schemes
    remove_interaction_cooldown   character interaction Remove the cooldown on using an interaction for the scoped character. remove_interaction_cooldown = interaction_name Interactions
    remove_interaction_cooldown_against   character interaction/character Remove the cooldown on using an interaction against the target character for the scoped character. remove_interaction_cooldown_against = { interaction = interaction_name target = character } Interactions
    remove_long_term_gold   character   Removes gold from a character (AI's long term budget).   Characters
    remove_nickname   character bool Removes any nickname from the current character.   Characters
    remove_opinion   character character/modifier/bool Removes a temporary opinion modifier. Where X is a character, Y is the opinion modifier, Z tells whether to remove all instances of the modifier or just one. remove_opinion = { target = X modifier = Y single = Z (no by default) } Modifiers
    remove_perk   character   Remove the perk for this character   Characters
    remove_realm_law   character law Removes the given law from the scoped character. This will leave the law group empty, so only do this if you're getting rid of a law group.   Laws
    remove_relation_best_friend   character character Removes scripted relationship.   Relations
    remove_relation_bully   character character Removes scripted relationship.   Relations
    remove_relation_court_physician   character character Removes scripted relationship.   Relations
    remove_relation_crush   character character Removes scripted relationship.   Relations
    remove_relation_flag   flag/character/relation Removed a flag from an existing relation.   remove_relation_flag = { flag = flag_name (declared in scripted_relation) target = other_character relation = scripted_relation } Flags
    remove_relation_friend   character character Removes scripted relationship.   Relations
    remove_relation_guardian   character character Removes scripted relationship   Relations
    remove_relation_intrigue_mentor   character character Removes scripted relationship.   Relations
    remove_relation_intrigue_student   character character Removes scripted relationship.   Relations
    remove_relation_lover   character character Removes scripted relationship.   Relations
    remove_relation_mentor   character character Removes scripted relationship.   Relations
    remove_relation_nemesis   character character Removes scripted relationship.   Relations
    remove_relation_oaf   character character Removes scripted relationship   Relations
    remove_relation_potential_friend   character character Removes scripted relationship.   Relations
    remove_relation_potential_lover   character character Removes scripted relationship.   Relations
    remove_relation_potential_rival   character character Removes scripted relationship.   Relations
    remove_relation_rival   character character Removes scripted relationship.   Relations
    remove_relation_soldier_friend   character character Removes scripted relationship.   Relations
    remove_relation_soulmate   character character Removes scripted relationship.   Relations
    remove_relation_student   character character Removes scripted relationship.   Relations
    remove_relation_victim   character character Removes scripted relationship.   Relations
    remove_relation_ward   character character Removes scripted relationship.   Relations
    remove_scheme_cooldown_against   character scheme/character Remove the cooldown on using a scheme against the target character for the scoped character remove_scheme_cooldown_against = { scheme = scheme_name target = character } Hooks and Schemes
    remove_short_term_gold   character   Removes gold from a character (AI's short term budget).   Characters
    remove_trait   character   Removes a trait from a character. Tooltip will not be shown if the character doesn't have the trait.   Characters
    remove_trait_force_tooltip   character   Removes a trait from a character. Tooltip will be shown even if the character doesn't have the trait.   Characters
    reset_beneficiary   character bool The target character stops having a beneficiary. reset_beneficiary = yes Holy Wars
    return_to_court   character   Returns the scope character to the employers court.   Characters
    reverse_add_opinion   character modifier/int/character Adds a temporary reverse opinion modifier. X is a scripted modifier name. Y can be a value or a range "{ A B }" If no timeout are specified, the modifier's scripted default timeout will be used. reverse_add_opinion = { modifier = X days/months/years = Y target = Z } Modifiers
    scriptedtests_recalculate_character_modifier   character   Recalculates the modifier of the scoped character.   Modifiers
    scriptedtests_recalculate_succession   character   Recalculates the line of succession of the scoped character.   Succession
    send_interface_message   character   Sends a message to the player playing the character in the scope and then executes any effects inside.
    For the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense and $DESC$ contains the text from the desc field.
    send_interface_message = {
    type = message_type # default: send_interface_message
    title = LOCALIZATION # optional, otherwise takes it from the message type
    desc = LOCALIZATION # optional, otherwise takes it from the message type
    tooltip = LOCALIZATION # optional, otherwise takes it from the message type
    left_icon = scope:recipient # optional, character or title
    right_icon = scope:the_title # optional, character or title
    goto = scope:the_title # optional, character, barony title, province will add a goto button
    # optional effects...
    add_dread = 5
    scope:someone = { add_gold = 5 }
    }
    Notifications
    send_interface_toast   character   Sends a message to the player playing the character in the scope and then executes any effects inside.
    For the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense.
    And $DESC$ contains the text from the desc field.
    send_interface_toast = {
    type = message_type # default: send_interface_toast
    title = LOCALIZATION # optional, otherwise takes it from the message type
    desc = LOCALIZATION # optional, otherwise takes it from the message type
    left_icon = scope:recipient # optional, character or title
    right_icon = scope
    goto = scope:the_title # optional, character, barony title, province will add a goto button
    # optional effects...
    add_dread = 5
    scope:someone = { add_gold = 5 }
    }
    Notifications
    set_absolute_country_control   character   Sets if this character has absolute country control.   Control
    unlock_character_movement     bool/character     Characters
    set_beneficiary   character character The target character becomes the beneficiary of the scoped character. set_beneficiary = some character Holy Wars
    set_character_faith   character faith Changes what faith a character has executing the effects for it. For history setup use 'set_character_faith_history' instead.   Characters
    set_character_faith_history   character faith Changes what faith a character has NOT executing the effects for it. USE ONLY IN HISOTRY SETUP!   Characters
    set_character_faith_with_conversion   character faith Changes what faith a character has, as if they used the faith-view interaction (minus the piety cost). So vassals who'd accept will get converted, as will capitals   Characters
    set_child_of_concubine_on_pregnancy   character   Sets the child to be (or not be) a child of a concubine during pregnancy   Characters
    set_council_task   character key/character Sets the task of the scope councillor set_council_task = { task_type = council_position_type_key target = for_targeted_tasks } Jobs
    set_culture   character culture Set the culture for this character   Characters
    set_culture_same_as   character character Sets the culture of the character to be the same as the culture of the target.   Characters
    set_death_reason   character   Sets the death reason and the killer of a dead character. set_death_reason = { killer = X death_reason = Y }, both parameters are optional Characters
    set_default_education     character Sets the default education focus for this character.   Lifestyles
    set_designated_heir   character character Sets the given character as designated heir.   Succession
    set_employer   character character Add the scope character to the target character's court.   Characters
    set_father   character character Sets the father of a character.   Characters
    set_focus   character   Set the focus for this character   Lifestyles
    set_house   character dynasty house Sets the dynasty house of the character.   Characters
    set_immortal_age   character int Changes what age the character became immortal at. Only works if already immortal. set_immortal_age = 20 Characters
    set_killer_public   character   Sets the scoped character's killer as being publicly known set_killer_public = bool Hooks and Schemes
    set_known_bastard_on_pregnancy   character   Sets the child to a known or unknown bastard during pregnancy.   Characters
    set_num_pregnancy_children   character int Set the number of children   Characters
    set_override_designated_winner   character bool The scoped character will put their beneficiary on the throne if they're the #1 participant if this is called with 'yes'. Call with 'no' to turn it off again. set_override_designate_winner = yes Holy Wars
    set_player_character   character character The scope character's player will now play as the target character. Scope must be player-controlled. Target cannot be player-controlled.   Characters
    set_pregnancy_assumed_father   character character Set the assumed father of the pregnancy.   Characters
    set_primary_spouse   character character Set the primary spouse of a character. set_primary_spouse = scope Characters
    set_primary_title_to   character landed title Sets the primary title for a character. set_primary_title_to = <title> Titles
    set_real_father   character character Changes the real father of the character scope.   Characters
    set_realm_capital   character landed title Set a new realm capital character = { set_realm_capital = new_title } Realm
    set_relation_best_friend   character character Sets scripted relationship.   Relations
    set_relation_bully   character character Sets scripted relationship.   Relations
    set_relation_court_physician   character character Sets scripted relationship.   Relations
    set_relation_crush   character character Sets scripted relationship.   Relations
    set_relation_friend   character character Sets scripted relationship.   Relations
    set_relation_guardian   character character Sets scripted relationship.   Relations
    set_relation_intrigue_mentor   character character Sets scripted relationship.   Relations
    set_relation_intrigue_student   character character Sets scripted relationship.   Relations
    set_relation_lover   character character Sets scripted relationship.   Relations
    set_relation_mentor   character character Sets scripted relationship.   Relations
    set_relation_nemesis   character character Sets scripted relationship.   Relations
    set_relation_oaf   character character Sets scripted relationship.   Relations
    set_relation_potential_friend   character character Sets scripted relationship.   Relations
    set_relation_potential_lover   character character Sets scripted relationship.   Relations
    set_relation_potential_rival   character character Sets scripted relationship.   Relations
    set_relation_rival   character character Sets scripted relationship.   Relations
    set_relation_soldier_friend   character character Sets scripted relationship.   Relations
    set_relation_soulmate   character character Sets scripted relationship.   Relations
    set_relation_student   character character Sets scripted relationship.   Relations
    set_relation_victim   character character Sets scripted relationship.   Relations
    set_relation_ward   character character Sets scripted relationship.   Relations
    set_sexuality   character   Sets the sexuality of the character   Characters
    set_to_lowborn   character   Set the character to lowborn.   Characters
    set_vassal_contract_modification_blocked   character   Blocks the vassal contract from being modified with regards to being checked by 'vassal_contract_is_blocked_from_modification'   Vassalage
    spawn_army   character   Spawns an army for this character. If the character is not at war, the regiments will be created, but the army will not be spawned. spawn_army = {
    levies = int/script value # optional, number of men
    men_at_arms = { # optional, multiple can be specified. Need either levies or MAA
    type = key
    men/stacks = int/script value
    }
    location = province
    origin = province # optional, location used if not set. This is used for where to base bonuses and the like on
    war = war # optional. If set, the stack will disband after the war ends
    inheritable = yes/no # Default: yes
    uses_supply = yes/no # Default: yes
    army = army # optional. If set, the stack will merge into this army
    save_scope_as/save_temporary_scope_as = new_army # optional way to get a reference to the new army. Note this might not be set if the army wasn't spawned (e.g. if the character is not at war)
    name = description # gives the troops a specific name that shows up in interfaces
    }
    Armies
    start_default_task   character   Force the Councillor to revert to the default task. Any relevant percentage progress will be lost (even if the councillor was performing the default task already).   Jobs
    start_scheme   character     starts a scheme = { type = X target = Y } Hooks and Schemes
    start_war   character   Starts a war. X is a casus belli type, Y is the target character, Z i the (optional) claimant, W1, W2.... are targeted titles. start_war = { casus_belli/cb = X target = Y claimant = Z target_title = W1 target_title = W2 ... } Wars
    stress_impact   character   Stress impact according to specified traits (trait = value), use base = value for a base value that's always added. stress_impact = { sadistic = medium_stress_impact_loss }
    stress_impact = { compassionate = medium_stress_impact_gain }
    Characters
    use_hook   character character Uses a hook a character has (removes if weak, puts on cooldown if strong). use_hook = some_character Hooks and Schemes
    vassal_contract_decrease_obligation_level   character   Decrease the obligation level of the scoped character's vassal contract.   Vassalage
    vassal_contract_increase_obligation_level   character   Increase the obligation level of the scoped character's vassal contract.   Vassalage
    vassal_contract_set_obligation_level   character   Change the obligation level of the scoped character's vassal contract. vassal_contract_set_obligation_level = { type = name level = 1 } # index to obligation level
    vassal_contract_set_obligation_level = { type = name level = feudal_obligation_low }
    Vassalage
    visit_court_of   character character Add the scope character as the target character's guest.   Characters
    add_faction_discontent   faction   Adds (or subtracts) discontent to the scope faction. add_faction_discontent = X Factions
    destroy_faction   faction   The scope faction is destroyed. destroy_faction = yes Factions
    faction_remove_war   faction   Removes the war currently associated with the faction. faction_remove_war = yes Factions
    faction_start_war   faction   The scope faction starts the war agains their target. faction_start_war = {
    title = [optional]
    }
    Factions
    remove_special_character   faction   Removes the special character for the scope faction   Factions
    remove_special_title   faction   Removes the special character for the scope faction.   Factions
    set_special_character   faction character Sets the special character for the scope faction.   Factions
    set_special_title   faction landed title Sets the special title for the scope faction   Factions
    add_attacker   war character Adds the target character to the scope war as an attacker.   Wars
    add_defender   war character Adds the target character to the scope war as a defender.   Wars
    end_war   war   Ends the war with the specified winner. end_war = attacker/defender/white_peace Wars
    remove_participant   war character Removes the target character from the scope war.   Wars
    set_called_to   war character Sets the target character as already called to the scope war.   Wars
    set_casus_belli   war   Sets the casus belli of the scope war.   Wars
    activate_holy_site   faith   Activate an inactive holy site. <faith_scope> = { activate_holy_site = <holy_site_name> } Faiths
    add_doctrine   faith doctrines Add doctrine to faith. <faith_scope> = { add_doctrine = <doctrine_name> } Faiths
    change_fervor   faith int Changes the fervor of the faith by the given value. change_fervor = script value Faiths
    remove_doctrine   faith doctrines Remove doctrine from faith. <faith_scope> = { remove_doctrine = <doctrine_name> } Faiths
    remove_religious_head_title   faith bool Removes the religious head title of the faith. remove_religious_head_title = yes Faiths
    set_religious_head_title   faith landed title Sets the religious head title of the faith to the given title. set_religious_head_title = scope Faiths
    start_great_holy_war   faith   Starts a great holy war. start_great_holy_war = {
    target_character = someone
    target_title = some
    titledelay = script value# Number of days until the war should
    startwar = some war # Optional. Will make this a directed GHW instead of undirected, and tie it to this specific war
    }
    Faiths
    set_add_claim_on_loss   title/vassal change   If set, any title losses will result in claims being added to the previous holder.   Titles
    set_title_and_vassal_change_type   title/vassal change conquest, conquest_holy_war, conquest_claim, conquest_populist, inheritance, abdication, destroyed, created, usurped, granted, revoked, election, independency, returned, leased_out, lease_revoked, faction_demand Sets the type of change.   Titles
    add_secret_participant   secret character Adds an participant to the secret.   Hooks and Schemes
    disable_exposure_by   secret character Forbids the target character from exposing the secret disable_exposure_by = target_character Hooks and S

     

    Ну и как их применять?

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    Sacerdos
    2 минуты назад, xSheppardx сказал:

    Кто ни будь знает как консоль в СК3 запустить?

    On Steam, right-click on the game in your library, select Properties, then Set Launch Options, and add -debug_mode in the dialog box.

    Otherwise, Windows users can simply create a shortcut, right-click on it, select Properties and add debug_mode next to the text in the Target field.

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    xSheppardx

    Спасибо! Только это что то не работает. Или я делаю что то не так.

    Изменено пользователем xSheppardx
    Был повторный текст

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    xSheppardx
    38 минут назад, Sacerdos сказал:

    On Steam, right-click on the game in your library, select Properties, then Set Launch Options, and add -debug_mode in the dialog box.

    Otherwise, Windows users can simply create a shortcut, right-click on it, select Properties and add debug_mode next to the text in the Target field.

    Не работает. Все испробовал.

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    Дoбро
    4 минуты назад, xSheppardx сказал:

    Не работает. Все испробовал.

     

    27 минут назад, xSheppardx сказал:

    Спасибо! Только это что то не работает. Или я делаю что то не так.

    This page lists the codes which may be input into the Console Window, a special debugging window which may be accessed on non-ironman games while in debug mode by pressing Shift+2, ALT+2+1, Shift+3,§, ~, ^, °, ², or ` (key varies based on keyboard layout). For a QWERTY keyboard, the key is `. Else, try pressing Shift + Alt + C if none of the above worked. Press the up or down arrow keys to traverse through previously executed commands. Many codes can be turned off by repeating the command, but sometimes reloading the save or exiting the game is necessary.

    To start the game in debug mode, within Steam, right-click to set the game's Properties, then under the General tab, click the Set Launch Options... button. Add -debug_mode to the launch options. You will have to restart the game.

    Character IDs can be seen by hovering the cursor over a character.

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  •  · Достижения
  • Достижения

  • Dota 2

    Эксплойт на быструю победу в войне 

     

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    xSheppardx
    4 минуты назад, Дoбро сказал:

     

    This page lists the codes which may be input into the Console Window, a special debugging window which may be accessed on non-ironman games while in debug mode by pressing Shift+2, ALT+2+1, Shift+3,§, ~, ^, °, ², or ` (key varies based on keyboard layout). For a QWERTY keyboard, the key is `. Else, try pressing Shift + Alt + C if none of the above worked. Press the up or down arrow keys to traverse through previously executed commands. Many codes can be turned off by repeating the command, but sometimes reloading the save or exiting the game is necessary.

    To start the game in debug mode, within Steam, right-click to set the game's Properties, then under the General tab, click the Set Launch Options... button. Add -debug_mode to the launch options. You will have to restart the game.

    Character IDs can be seen by hovering the cursor over a character.

    Спасибо! Сработало! Оказывается из-за ошибки в предедущих коментариях перед debug mode не было дефиса.

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    Дoбро
    3 минуты назад, xSheppardx сказал:

    Спасибо! Сработало! Оказывается из-за ошибки в предедущих коментариях перед debug mode не было дефиса.

    Отлично. Добавил инфу в первое сообщение.

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  •  · Достижения
  • Достижения

  • kraydlili

    Интересно как заставить работать консоль на версии крестов из приложения Xbox. Там нет доступа к ярлыку и нельзя внести никакие параметры запуска вроде.

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    Keksik
    i

    @xSheppardx не флудите пожалуйста. Одно из ваших сообщений было перенесено в мусорку раздела. Многократное написание одних и тех же сообщений по содержанию - является флудом:no-no:

    Изменено пользователем Keksik

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