執行

本頁面所適用的版本可能已經過時,最後更新於1.9


雜項

名稱 描述 示範 注釋 添加版本
on_startup 在新遊戲的第一天觸發(不包括保存與加載) on_startup = { effect = { ... } } 1.0
on_daily 每一天對每個國家觸發(對性能要求高,要謹慎使用呀~) on_daily = { effect = { ... } } 對於給mod添加新機制很有用(比如說可以每天新增一個變量) 1.5.2
on_weekly 每周對每個國家觸發 on_weekly = { effect = { ... } } 對於寫ai的腳本很有用 1.9
on_weekly_TAG 每周對指定(TAG)的國家觸發 on_weekly_TAG = { effect = { ... } } 1.9
on_monthly 每月對每個國家觸發 on_monthly = { effect = { ... } } 1.9
on_monthly_TAG 每周對指定(TAG)的國家觸發 on_monthly_TAG = { effect = { ... } } 1.9
on_nuke_drop 當有國家丟核彈時觸發命令 on_nuke_drop = {effect = { set_global_flag = first_nuke_dropped } } 目標國(FROM)是被炸的省份 1.0
on_pride_of_the_fleet_sunk 當有國家的艦隊榮耀被擊沉時觸發命令 on_pride_of_the_fleet_sunk = { effect = { ... } } 目標國(FROM)是擊沉它的國家, 本國(ROOT) 是被擊沉的國家 1.6
on_naval_invasion 當進行登陸作戰時觸發命令 on_naval_invasion = { effect = { ... } } 該省是被登陸的省份,本國( ROOT)是進行登陸的國家。目標(FROM)省份是該登陸行動開始的省份 1.9
on_paradrop 當傘兵空降時觸發命令 on_paradrop = { effect = { ... } } 該(THIS)省是被空降的省份,本國( ROOT)是執行空降的國家。目標(FROM)省份是該空降行動開始的省份 1.9

政治

名稱 描述 示範 注釋 添加版本
on_coup_succeeded 政變成功時觸發命令 on_coup_succeeded = { effect = { random_other_country = { limit = { has_government = democratic original_tag = ROOT } set_politics = { elections_allowed = yes } } } } 1.0
on_government_change 當一個國家改變政府時觸發命令 on_government_change = { effect = { ... } } 1.0
on_ruling_party_change 當一個國家改變意識形態時觸發命令 on_ruling_party_change = { effect = { ... } } 1.9
on_new_term_election 當選舉開始或正在選舉時觸發命令 on_new_term_election = { random_events = { 100 = usa.6 } } 1.0
on_peaceconference_ended 當和談結束時觸發命令 on_peaceconference_ended = { effect = {...} } 本國(ROOT)是戰勝國, 目標國(FROM)是戰敗國 1.0

外交/戰爭

名稱 描述 示範 注釋 添加版本
on_send_volunteers 當一個國家向外國送志願軍時觸發命令 on_send_volunteers = { effect = {...} } 本國(ROOT)是送志願軍的國家,目標國(FROM)是收志願軍的 1.9
on_border_war_lost 當有國家打輸邊境戰爭時觸發命令 on_border_war_lost = { effect = { owner = { country_event = { id = china.14 } } } } 1.0
on_declare_war 當有國家宣戰時觸發命令 on_declare_war = { effect = { if = { limit = { ROOT = { tag = SOV } FROM = { has_idea = anti_soviet_pact } } } } } 目標(FROM)是戰爭目標 1.0
on_war 當一個國家參加戰爭時觸發命令 on_war = { effect = { = {...} } #THIS is country that has just gotten into a war. 1.9
on_capitulation 當一個國家投降時觸發命令 on_capitulation = { effect = {...} } 本國(ROOT)是停止抵抗國, 目標國(FROM)戰勝國. 1.0
on_uncapitulation 當一個投降的國家結束投降狀態時觸發命令 on_uncapitulation = { effect = {...} } 本國(ROOT)是該國家 1.6
on_annex 當一個國家被吞併時觸發命令 on_annex = { effect = { = {...} } 本國(ROOT)是吞併者, 目標國(FROM)是被吞併者。如果是內戰結束那也會被觸發 1.0
on_civil_war_end_before_annexation 在目標國(FROM)被吞併前就觸發命令那麼這個國家和它的一切將依然存在 on_civil_war_end_before_annexation = { effect = { = {...} } 本國(ROOT)是吞併者,目標國( FROM) 是被吞併者. 這也會觸發 on_annex

on_civil_war_end.

1.6
on_civil_war_end 內戰結束時觸發命令 on_civil_war_end = { effect = { = {...} } 本國(ROOT) 是內戰勝利的一方, 目標國(FROM) 是被吞併的一方。這也會觸發on_annex. 1.0
on_puppet 只有當一個國家在和談上被傀儡時觸發命令 on_puppet = { effect = { = {...} } ROOT 是被傀儡國, FROM是宗主國 1.0
on_liberate 只有當一個國家在和談上被解放時觸發命令 on_liberate = { effect = { = {...} } ROOT是被解放國, FROM 是解放它的國家 1.0
on_release_as_free 釋放國家時執行命令 on_release_as_free = { effect = { = {...} } ROOT是被釋放的國家,FROM 是釋放者 1.0
on_release_as_puppet 在和平時期通過佔領區菜單釋放傀儡或從佔領的非核心領土上釋放時觸發命令 on_release_as_puppet = { effect = { = {...} } ROOT是被釋放國, FROM是宗主國 1.0
on_war_relation_added 當兩個國家彼此交戰時觸發(on_war一國與另一國交戰時被觸發,在與另外一個國家交戰時則不會再被觸發,除非先停戰了)

原文:fired when two countries end up at war with each other (on_war is fired when a country goes to war against anyone and is not fired again when it enters war against another country unless it went to peace first)

on_war_relation_added = { effect = { = {...} } ROOT 是進攻國, FROM 是防禦國 1.9.3

陣營

Name Description Examples Notes Version Added
on_create_faction 當一個國家創建一個陣營時觸發命令 on_create_faction = { effect = {...} } FROM是加入該陣營的國家 1.0
on_faction_formed 當一個陣營形成時觸發命令 on_faction_formed = { effect = { news_event = { id = news.159 } } } 1.0
on_offer_join_faction 當邀請一個國家加入陣營時觸發命令 on_offer_join_faction = { effect = {...} } FROM是被邀請的國家 1.0
on_join_faction 當一個國家被邀請加入陣營時對該陣營領導國家觸發命令 on_join_faction = { effect = {...} } FROM 是陣營領導者 1.0
on_assume_faction_leadership 當一個國家奪取陣營領導者時觸發命令 on_assume_faction_leadership = { effect = {...} } FROM是前陣營領導者 1.6
on_leave_faction 當一個國家離開陣營時觸發命令 on_leave_faction = { effect = { if = { limit = { AND = { tag = CAN NOT = { has_dlc = "Together for Victory" } } } drop_cosmetic_tag = yes } } 1.0

自治權

Name Description Examples Notes Version Added
on_subject_annexed 當一個國家吞併了它的一個傀儡時觸發命令 on_subject_annexed = { effect = { ... } } ROOT 是傀儡, FROM是宗主國 1.0
on_subject_free 當一個國家的傀儡成為自由國家時觸發命令 on_subject_free = { effect = { ... } } ROOT是傀儡, FROM前宗主國. 1.0
on_subject_autonomy_level_change 當傀儡的自治等級改變時觸發命令 on_subject_autonomy_level_change = { effect = { ... } } ROOT 是傀儡, FROM是宗主國 1.0

流亡政府

Name Description Examples Notes Version Added
on_government_exiled 當一個國家進入流亡狀態時觸發命令 on_government_exiled = { effect = { = {...} } ROOT是該流亡國家, FROM是這個流亡政府所在的國家 1.6
on_host_changed_from_capitulation 當流亡國家所在的國家投降時觸發命令 on_host_changed_from_capitulation= { effect = { = {...} } ROOT是該流亡國家。 FROM是流亡政府遷移到的新的國家。FROM:FROM 是該流亡政府之前所在的國家 1.6
on_exile_government_reinstated 當一個流亡國家結束流亡時觸發命令 on_exile_government_reinstated = { effect = { = {...} } ROOT是該流亡國家, FROM 是該流亡政府曾經所在的國家 1.6

省份

Name Description Examples Notes Version Added
on_state_control_changed 當一個省份的控制者更改時觸發命令 on_state_control_changed = { effect = { ... } } ROOT是新控制者, FROM 舊控制者, FROM.FROM是省份(state)ID. 1.0

戰爭目標

Name Description Examples Notes Version Added
on_justifying_wargoal_pulse 每當有國家對該國家正當化戰爭目標時觸發命令 on_justifying_wargoal_pulse = { random_events = { 100 = war_justification.1 } } FROM = 目標國家。每天都進行檢測 1.0
on_wargoal_expire 當戰爭藉口過期時觸發命令 on_wargoal_expire = { random_events = { 100 = war_justification.301 } } FROM是戰爭藉口的所有國 1.0

領袖

Name Description Examples Notes Version Added
on_unit_leader_created 當招聘一個將領時觸發命令 on_unit_leader_created= { effect = {...} } FROM 是該國家 ROOT是該將領 1.5
on_army_leader_daily 每天對一位將領觸發命令 on_army_leader_daily = { effect = {...} } FROM 是該國家 1.0
on_army_leader_won_combat 當一名將領打贏一場戰鬥後觸發命令 on_army_leader_won_combat = { effect = {...} } FROM 是該國家 1.0
on_army_leader_lost_combat 當一名將領打輸一場戰鬥後觸發命令 on_army_leader_lost_combat = { effect = {...} } FROM 是該國家 1.0
on_unit_leader_level_up 當一名將領升級時觸發命令 on_unit_leader_level_up = { effect = {...} } 1.0
on_army_leader_promoted 晉升將領時觸發命令 on_army_leader_lost_combat = { effect = { add_timed_unit_leader_trait = { trait = recently_promoted days = 100 } } } 1.0

王牌飛行員

Name Description Examples Notes Version Added
on_ace_promoted 當產生王牌時觸發命令 on_ace_promoted = { random_events = { 100 = ace_promoted.1 } } FROM =王牌 1.0
on_ace_killed 當王牌陣亡時觸發命令 on_ace_killed = { random_events = { 100 = ace_died.1 } } FROM =王牌 1.0
on_ace_killed_on_accident 當王牌因事故而死時觸發命令 on_ace_killed_on_accident = { random_events = { 100 = ace_died.1 } } FROM = 我們的因事故而死 1.9
on_non_ace_killed_other_ace 當王牌擊落敵軍王牌時觸發命令 on_non_ace_killed_other_ace = { FROM = { random_events = { 100 = ace_died.1 } } } FROM = 敵軍王牌 1.9
on_ace_killed_by_ace 當王牌被敵軍王牌擊落時觸發命令 on_ace_killed_by_ace = { random_events = { 100 = ace_killed_by_ace.1 } } FROM = 我們的王牌, PREV = 擊落了 FROM 的敵軍王牌. 1.0
on_ace_killed_other_ace 當我們王牌擊落敵軍王牌時觸發命令 on_ace_killed_other_ace = { random_events = { 100 = ace_killed_other_ace.1 } } FROM = 我們的王牌, PREV = 被 FROM擊落的敵軍王牌. 1.0
on_aces_killed_each_other 當兩個王牌擊落了彼此時觸發命令 on_aces_killed_each_other = { random_events = { 100 = aces_killed_each_other.1 } } FROM = 王牌, PREV =敵軍王牌 1.0

抵抗運動

Name Description Examples Notes Version Added
on_operation_completed 當行動完成即觸發命令 on_operation_completed = { effect = {...} } THIS -這場行動, ROOT -行動發起國, FROM - 目標國家 1.9
on_operative_detected_during_operation 當參與行動的人員死亡時觸發命令 on_operative_death = { effect = {...} } THIS -這場行動, ROOT - 阻止這場行動的國家(可選), FROM - 這場行動針對的國家, FROM.FROM - 行動省份 (在這場行動有特定目標時才能被設置). 1.9
on_operative_on_mission_spotted 當一個特工在一個國家執行任務時觸發命令 on_operative_on_mission_spotted = { effect = {...} } THIS - 這場行動, FROM -特工所在的國家 ROOT-行動所針對的國家 1.9
on_operative_captured 特工被捕時觸發命令 on_operative_captured = { effect = {...} } THIS - the 這場行動, ROOT - 特工所在的國家, FROM - 行動所針對的國家 1.9
on_operative_death Trigger the following commands whenever an operative dies. on_operative_death = { effect = {...} } THIS - the operative, ROOT - the killer country (optional), FROM - the country the operative is operating for. 1.9
on_fully_decrypted_cipher Trigger the following commands whenever a country fully decrypts cipher of a target country. on_fully_decrypted_cipher = { effect = {...} } THIS - the target country that its cipher is decrypted, FROM - the decrypter country. 1.9
on_activated_active_decryption_bonuses Trigger the following commands whenever a country activates its active cipher bonuses against a target. on_activated_active_decryption_bonuses = { effect = {...} } THIS - the target country, FROM - the country that activates its bonuses. 1.9