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Attila Event Reference ​

The following events are available for Attila in Consul Scriptum. This list is consolidated from game dumps and documentation.

Table of Contents ​


AdviceDismissed ​

No parameters documented.


AdviceFinishedTrigger ​

Notify scripters when current advice has finished playing

Engine Code: ADVICE_FINISHED_EVENT

Context Parameters:

  • Sound

AdviceIssued ​

No parameters documented.


AdviceSuperseded ​

No parameters documented.


AreaCameraEntered ​

Fired when the camera enters an area trigger

Engine Code: AREA_TRIGGER_CAMERA_ENTER_EVENT

Context Parameters:

  • UniString trigger name

AreaEntered ​

Fired when a piece enters an area trigger

Engine Code: AREA_TRIGGER_ENTER_EVENT

Context Parameters:

  • UniString trigger name
  • CHARACTER character who entered

AreaExited ​

Fired when a piece exits an area trigger

Engine Code: AREA_TRIGGER_EXIT_EVENT

Context Parameters:

  • UniString trigger name
  • CHARACTER character who exited

ArmyBribeAttemptFailure ​

No parameters documented.


ArmySabotageAttemptFailure ​

No parameters documented.


ArmySabotageAttemptSuccess ​

No parameters documented.


AssassinationAttemptCriticalSuccess ​

No parameters documented.


AssassinationAttemptFailure ​

No parameters documented.


AssassinationAttemptSuccess ​

No parameters documented.


BattleBoardingActionCommenced ​

Fired each time a ship commences the boarding of an enemy vessel

Engine Code: BATTLE_BOARDING_ACTION_COMMENCED

Context Parameters:

  • Battle

BattleCommandingShipRouts ​

The ship containing the fleet admiral has just routed

Engine Code: BATTLE_COMMANDING_SHIP_ROUTS

Context Parameters:

  • Naval Battle

BattleCommandingUnitRouts ​

Fires off an event for when a unit that has a commanding general attached to it routs

Engine Code: BATTLE_COMMANDING_UNIT_ROUTS

Context Parameters:

  • Land Battle

BattleCompleted ​

A battle has been completed on the campaign map

Engine Code: BATTLE_COMPLETED

Context Parameters:

  • Campaign model

BattleConflictPhaseCommenced ​

Fired once at the start of conflict

Engine Code: BATTLE_CONFLICT_PHASE_COMMENCED

Context Parameters:

  • Battle

BattleDeploymentPhaseCommenced ​

Fired once at the start of deployment

Engine Code: BATTLE_DEPLOYMENT_PHASE_COMMENCED

Context Parameters:

  • Battle

BattleFortPlazaCaptureCommenced ​

Fired each time an attacking unit starts capturing the capture location inside a fort

Engine Code: BATTLE_FORT_PLAZA_CAPTURE_COMMENCED

Context Parameters:

  • Battle

BattleShipAttacksEnemyShip ​

Gets fired off for every attack order executed by a ship

Engine Code: BATTLE_SHIP_ATTACKS_ENEMY_SHIP

Context Parameters:

  • Battle

BattleShipCaughtFire ​

A ship just caught fire

Engine Code: BATTLE_SHIP_CAUGHT_FIRE

Context Parameters:

  • Battle

BattleShipMagazineExplosion ​

Fired off when a ship explodes

Engine Code: BATTLE_SHIP_MAGAZINE_EXPLOSION

Context Parameters:

  • Battle

BattleShipRouts ​

Fires off whenever a ship enters the rout state of morale

Engine Code: BATTLE_SHIP_ROUTS

Context Parameters:

  • Naval Battle

BattleShipRunAground ​

Fired off when a ship collides with the terrain

Engine Code: BATTLE_SHIP_RUN_AGROUND

Context Parameters:

  • Naval Battle

BattleShipSailingIntoWind ​

Fired off when a ship is sailing approximately into the wind

Engine Code: BATTLE_SHIP_SAILING_INTO_WIND

Context Parameters:

  • Naval Battle

BattleShipSurrendered ​

Fired off when a ship surrenders

Engine Code: BATTLE_SHIP_SURRENDERED

Context Parameters:

  • Naval Battle

BattleUnitAttacksBuilding ​

Gets fired off for every attack order executed by a unit

Engine Code: BATTLE_UNIT_ATTACKS_BUILDING

Context Parameters:

  • Battle

BattleUnitAttacksEnemyUnit ​

Gets fired off for every attack order executed by a unit

Engine Code: BATTLE_UNIT_ATTACKS_ENEMY_UNIT

Context Parameters:

  • Battle

BattleUnitAttacksWalls ​

Gets fired off for every attack order executed by a unit when attacking a fort building

Engine Code: BATTLE_UNIT_ATTACKS_WALLS

Context Parameters:

  • Battle

BattleUnitCapturesBuilding ​

Gets fired each time a building has a new alliance as an owner, initiated by a unit

Engine Code: BATTLE_UNIT_CAPTURES_BUILDING

Context Parameters:

  • Battle

BattleUnitDestroysBuilding ​

Gets fired each time a building gets destroyed by a unit

Engine Code: BATTLE_UNIT_DESTROYS_BUILDING

Context Parameters:

  • Battle

BattleUnitRouts ​

Fires off an event for when a unit enters rout.

Engine Code: BATTLE_UNIT_ROUTS

Context Parameters:

  • Land Battle

BattleUnitUsingBuilding ​

No parameters documented.


BattleUnitUsingWall ​

Fires off when a unit attaches itself to a wall

Engine Code: BATTLE_UNIT_USING_WALL

Context Parameters:

  • Battle

BuildingCardSelected ​

Fires when a building card is clicked on on the hud

Engine Code: BUILDING_CARD_SELECTED

Context Parameters:

  • String (building record key)

BuildingCompleted ​

A building has been completed

Engine Code: BUILDING_COMPLETED_EVENT

Context Parameters:

  • building
  • garrison_residence

BuildingConstructionIssuedByPlayer ​

Fired when the player adds a building to the queue

Engine Code: BUILDING_CONSTRUCTION_ISSUED_BY_PLAYER

Context Parameters:

  • garrison_residence

BuildingInfoPanelOpenedCampaign ​

triggers when the building info panel is opened by the user in the campaign game

Engine Code: BUILDING_INFO_PANEL_OPEN_EVENT_CAMPAIGN

Context Parameters:

  • string

CameraMoverCancelled ​

When the camera controller is cancelled before completion

Engine Code: CAMERA_MOVER_CANCELLED

Context Parameters:

  • MAP_LOCATION

CameraMoverFinished ​

When the camera reaches the end of its path, or when another camera transition cuts in

Engine Code: CAMERA_MOVER_FINISHED

Context Parameters:

  • MAP_LOCATION

CampaignArmiesMerge ​

Two campaign armies merge

Engine Code: MILITARY_FORCE_MERGE_EVENT

Context Parameters:

  • target_character
  • character

CampaignBuildingDamaged ​

A building is damaged

Engine Code: BUILDING_DAMAGED_EVENT

Context Parameters:

  • garrison_residence

CampaignCoastalAssaultOnCharacter ​

Fired when a character initiates a coastal assault on a character

Engine Code: CHARACTER_COASTAL_CHARACTER_ASSAULT

Context Parameters:

  • target_character
  • character

CampaignCoastalAssaultOnGarrison ​

Fired when a character initiates a coastal assault on a garrison

Engine Code: CHARACTER_COASTAL_GARRISON_ASSAULT

Context Parameters:

  • garrison_residence
  • character

CampaignEffectsBundleAwarded ​

A faction has gained an effect bundle

Engine Code: FACTION_AWARDED_EFFECT_BUNDLE

Context Parameters:

  • faction

CampaignSettlementAttacked ​

No parameters documented.


CharacterAttacksAlly ​

A character has attacked an ally

Engine Code: CHARACTER_ATTACKS_ALLY_EVENT

Context Parameters:

  • target_faction
  • character

CharacterBecomesFactionLeader ​

A character has become faction leader

Engine Code: CHARACTER_BECOMES_FACTION_LEADER

Context Parameters:

  • character

CharacterBesiegesSettlement ​

Fired when a character besieges a settlement

Engine Code: CHARACTER_BESIEGES_SETTLEMENT

Context Parameters:

  • region

CharacterBlockadedPort ​

A character successfully blockades a port

Engine Code: CHARACTER_BLOCKADED_PORT_EVENT

Context Parameters:

  • garrison_residence
  • character

CharacterBrokePortBlockade ​

A character successfully broke a port blockade

Engine Code: CHARACTER_BROKE_PORT_BLOCKADE_EVENT

Context Parameters:

  • character

CharacterBuildingCompleted ​

A building has been completed

Engine Code: CHARACTER_BUILDING_COMPLETED_EVENT

Context Parameters:

  • building
  • character

CharacterCanLiberate ​

A character was given the opportunity to liberate a region

Engine Code: CHARACTER_CAN_LIBERATE_EVENT

Context Parameters:

  • character

CharacterCandidateBecomesMinister ​

Fired when a candidate becomes a minister

Engine Code: CHARACTER_CANDIDATE_BECOMES_MINISER

Context Parameters:

  • character

CharacterCharacterTargetAction ​

A character has performed an agent action against a character

Engine Code: CHARACTER_CHARACTER_TARGET_ACTION_EVENT

Context Parameters:

  • mission_result_critial_success
  • mission_result_success
  • mission_result_opportune_failure
  • mission_result_failure
  • mission_result_critial_failure
  • ability
  • attribute
  • agent_action_key
  • target_character
  • character

CharacterComesOfAge ​

An agent has failed to bribe an enemy army

Engine Code: CHARACTER_COMES_OF_AGE

Context Parameters:

  • character

CharacterCompletedBattle ​

A character took part in a battle and didn't die

Engine Code: CHARACTER_COMPLETED_BATTLE

Context Parameters:

  • pending_battle
  • character

CharacterCreated ​

Fired when a character is created

Engine Code: CHARACTER_CREATION

Context Parameters:

  • character

CharacterDamagedByDisaster ​

No parameters documented.


CharacterDeselected ​

triggers when a character has been deselected on the campaign map

Engine Code: CHARACTER_DESELECTED_EVENT

Context Parameters:

  • Empty string

CharacterDiscovered ​

Fired when an character is discovered

Engine Code: CHARACTER_DISCOVERED

Context Parameters:

  • Character

CharacterDisembarksNavy ​

A character disembarks a navy

Engine Code: CHARACTER_DISEMBARKS_NAVY

Context Parameters:

  • character

CharacterEmbarksNavy ​

A character embarks on a navy

Engine Code: CHARACTER_EMBARKS_NAVY

Context Parameters:

  • character

CharacterEntersAttritionalArea ​

Fired when a characters ends its movement in a position where it will suffer attrition

Engine Code: CHARACTER_ENTERS_ATTRITIONAL_AREA

Context Parameters:

  • character

CharacterEntersGarrison ​

A character enters a garrison (settlement, slot or fort)

Engine Code: CHARACTER_ENTERS_GARRISON

Context Parameters:

  • garrison_residence
  • character

CharacterEvent ​

Context Parameters:

  • character

CharacterFactionCompletesResearch ​

research completed

Engine Code: CHARACTER_FACTION_COMPLETES_RESEARCH

Context Parameters:

  • Characters faction has research a technology

CharacterFamilyRelationDied ​

A character's immediate family member has died

Engine Code: CHARACTER_FAMILY_RELATION_DIED_EVENT

Context Parameters:

  • relationship

CharacterGarrisonTargetAction ​

A character has performed an agent action against a garrison

Engine Code: CHARACTER_GARRISON_TARGET_ACTION_EVENT

Context Parameters:

  • mission_result_critial_success
  • mission_result_success
  • mission_result_opportune_failure
  • mission_result_failure
  • mission_result_critial_failure
  • ability
  • attribute
  • garrison_residence
  • character

CharacterGarrisonTargetEvent ​

Context Parameters:

  • garrison_residence
  • character

CharacterInfoPanelOpened ​

triggers the character information panel has been opened

Engine Code: CHARACTER_INFO_PANEL_OPENED

Context Parameters:

  • character

CharacterLeavesGarrison ​

A character leaves a garrison (settlement, slot or fort)

Engine Code: CHARACTER_LEAVES_GARRISON

Context Parameters:

  • garrison_residence
  • character

CharacterLootedSettlement ​

A character loots a settlement

Engine Code: CHARACTER_LOOTS_SETTLEMENT

Context Parameters:

  • garrison_residence
  • character

CharacterMarriage ​

A character has married

Engine Code: CHARACTER_MARRIES

Context Parameters:

  • character

CharacterMilitaryForceTraditionPointAllocated ​

Fired when a military force is assigned a tradition point

Engine Code: CHARACTER_MILITARY_FORCE_TRADITION_POINT_ALLOCATED

Context Parameters:

  • military_force
  • tradition_point_spent_on

CharacterMilitaryForceTraditionPointAvailable ​

Context Parameters:

  • military_force

CharacterParticipatedAsSecondaryGeneralInBattle ​

A character took part in a battle as a secondary general and didn't die

Engine Code: CHARACTER_PARTICIPATED_AS_SECONDARY_GENERAL_IN_BATTLE

Context Parameters:

  • character

CharacterPerformsActionAgainstFriendlyTarget ​

Fired when an agent ends turn in a settlement or army

Engine Code: CHARACTER_PERFORMS_ACTION_AGAINST_FRIENDLY_TARGET

Context Parameters:

  • character

CharacterPerformsOccupationDecisionLoot ​

Context Parameters:

  • character

CharacterPerformsOccupationDecisionOccupy ​

Context Parameters:

  • character

CharacterPerformsOccupationDecisionRaze ​

Context Parameters:

  • character

CharacterPerformsOccupationDecisionResettle ​

Context Parameters:

  • character

CharacterPerformsOccupationDecisionSack ​

Context Parameters:

  • character

CharacterPostBattleEnslave ​

Occurs when a user selects to enslave prisoners after a battle

Engine Code: CHARACTER_POSTBATTLE_ENSLAVE_EVENT

Context Parameters:

  • User is selecting fate of prisoners

CharacterPostBattleRelease ​

Occurs when a user selects to release prisoners after a battle

Engine Code: CHARACTER_POSTBATTLE_RELEASE_EVENT

Context Parameters:

  • User is selecting fate of prisoners

CharacterPostBattleSlaughter ​

Occurs when a user selects to slaughter prisoners after a battle

Engine Code: CHARACTER_POSTBATTLE_SLAUGHTER_EVENT

Context Parameters:

  • User is selecting fate of prisoners

CharacterPromoted ​

A character has been promoted

Engine Code: CHARACTER_PROMOTED_EVENT

Context Parameters:

  • character

CharacterRankUp ​

Fired when a character ranks up

Engine Code: CHARACTER_RANK_UP

Context Parameters:

  • character

CharacterRankUpNeedsAncillary ​

Fired when a character ranks up and needs an ancillary generated

Engine Code: CHARACTER_RANK_UP_NEEDS_ANCILLARY

Context Parameters:

  • character

CharacterRelativeKilled ​

An agent has failed to bribe an enemy army

Engine Code: CHARACTER_RELATIVE_KILLED

Context Parameters:

  • character

CharacterSelected ​

Fired when a character is selected

Engine Code: CHARACTER_SELECTED_EVENT

Context Parameters:

  • character

CharacterSettlementBesieged ​

Fired when a settlement garrisoned by a character is besieged

Engine Code: SETTLEMENT_BESIEGED

Context Parameters:

  • Garrison Residence

CharacterSettlementBlockaded ​

Fired when a settlement garrisoned by a character is besieged

Engine Code: SETTLEMENT_BLOCKADED

Context Parameters:

  • Garrison Residence

CharacterSkillPointAllocated ​

Fired when an character has a skill point allocated

Engine Code: CHARACTER_SKILL_POINT_ALLOCATED

Context Parameters:

  • skill_point_spent_on

CharacterSuccessfulArmyBribe ​

No parameters documented.


CharacterSuccessfulConvert ​

No parameters documented.


CharacterSuccessfulDemoralise ​

No parameters documented.


CharacterSuccessfulInciteRevolt ​

No parameters documented.


CharacterSurvivesAssassinationAttempt ​

No parameters documented.


CharacterTargetEvent ​

Context Parameters:

  • target_character
  • character

CharacterTurnEnd ​

Fired for every character at the start of their turn

Engine Code: CHARACTER_END_TURN_EVENT

Context Parameters:

  • character

CharacterTurnStart ​

Fired for every character at the start of their turn

Engine Code: CHARACTER_START_TURN_EVENT

Context Parameters:

  • character

CharacterWoundedInAssassinationAttempt ​

No parameters documented.


ClanBecomesVassal ​

A clan has become a vassal

Engine Code: FACTION_BECOMES_VASSAL

Context Parameters:

  • faction

ClimatePhaseChange ​

Context Parameters:

  • world

ComponentCreated ​

Fires when a Component is first created (at end of RunScript)

Engine Code: COMPONENT_CREATED_EVENT

Context Parameters:

  • String (name of the Component)
  • Component ( this )

ComponentLClickUp ​

Triggered when a user clicks on any component

Engine Code: COMPONENT_LCLICK_EVENT

Context Parameters:

  • String (ComponentType condition)
  • Component

ComponentLinkClicked ​

No parameters documented.


ComponentMouseOn ​

Triggered when a user mouses over any component

Engine Code: COMPONENT_MOUSEON_EVENT

Context Parameters:

  • String (ComponentType condition)
  • Component

ComponentMoved ​

Triggered when a user releases the left button after dragging an item

Engine Code: COMPONENT_MOVED_EVENT

Context Parameters:

  • String (ComponentType condition)
  • Component

ConvertAttemptFailure ​

No parameters documented.


DemoraliseAttemptFailure ​

No parameters documented.


DilemmaChoiceMadeEvent ​

Context Parameters:

  • choice
  • faction
  • campaign_model
  • dilemma

DilemmaEvent ​

Context Parameters:

  • faction
  • campaign_model
  • dilemma

DilemmaIssued ​

Context Parameters:

  • faction
  • campaign_model
  • dilemma

DilemmaIssuedEvent ​

No parameters documented.


DillemaOrIncidentStarted ​

No parameters documented.


DiplomacyNegotiationStarted ​

No parameters documented.


DiplomaticOfferRejected ​

Context Parameters:

  • proposer
  • recipient

DuelDemanded ​

No parameters documented.


DummyEvent ​

No parameters documented.


EncylopediaEntryRequested ​

Fired when an advice button is pressed.

Engine Code: ENCYCLOPEDIA_ENTRY_REQUESTED

Context Parameters:

  • String

EventMessageOpenedBattle ​

triggers when a dropdown message is opened by the user

Engine Code: MESSAGE_OPENED_EVENT_BATTLE

Context Parameters:

  • string (event name)

EventMessageOpenedCampaign ​

triggers when a dropdown message is opened by the user

Engine Code: MESSAGE_OPENED_EVENT_CAMPAIGN

Context Parameters:

  • string (event name)

FactionAboutToEndTurn ​

Faction about to end it's turn

Engine Code: FACTION_ABOUT_TO_END_TURN

Context Parameters:

  • faction

FactionBecomesLiberationProtectorate ​

No parameters documented.


FactionBecomesLiberationVassal ​

A faction has liberated another faction

Engine Code: FACTION_BECOMES_LIBERATION_VASSAL_EVENT

Context Parameters:

  • liberating_character
  • faction

FactionBecomesShogun ​

Context Parameters:

  • faction

FactionBecomesWorldLeader ​

A faction has become world leader

Engine Code: FACTION_BECOMES_WORLD_LEADER_EVENT

Context Parameters:

  • Faction

FactionBeginTurnPhaseNormal ​

Faction begins its Normal turn phase

Engine Code: FACTION_BEGIN_TURN_PHASE_NORMAL

Context Parameters:

  • faction

FactionCapturesKyoto ​

Context Parameters:

  • faction

FactionCapturesWorldCapital ​

A faction has captured the world capital

Engine Code: FACTION_CAPTURES_WORLD_CAPITAL_EVENT

Context Parameters:

  • Faction

FactionEncountersOtherFaction ​

A faction encounters another faction

Engine Code: FACTION_ENCOUNTERS_OTHER_FACTION

Context Parameters:

  • other_faction

FactionEvent ​

Context Parameters:

  • faction

FactionFameLevelUp ​

Faction fame as gone up a level

Engine Code: FACTION_FAME_LEVELUP

Context Parameters:

  • Faction

FactionGovernmentTypeChanged ​

The factions government type has changed

Engine Code: FACTION_GOVERNMENT_TYPE_CHANGED

Context Parameters:

  • faction

FactionHordeStatusChange ​

No parameters documented.


FactionLeaderDeclaresWar ​

War has been declared

Engine Code: FACTION_LEADER_DECLARES_WAR

Context Parameters:

  • character

FactionLeaderIssuesEdict ​

Fired when a faction issues an edict

Engine Code: FACTION_LEADER_ISSUES_EDICT

Context Parameters:

  • province
  • initiative_key

FactionLeaderSignsPeaceTreaty ​

A peace treaty has been signed

Engine Code: FACTION_LEADER_SIGNS_PEACE_TREATY

Context Parameters:

  • character

FactionRoundStart ​

Faction starts the round

Engine Code: FACTION_START_ROUND

Context Parameters:

  • faction

FactionSubjugatesOtherFaction ​

A faction subjugates another faction

Engine Code: FACTION_SUBJUGATES_OTHER_FACTION

Context Parameters:

  • other_faction

FactionTurnEnd ​

Faction ends it's turn

Engine Code: FACTION_END_TURN

Context Parameters:

  • faction

FactionTurnStart ​

Faction starts it's turn

Engine Code: FACTION_START_TURN

Context Parameters:

  • faction

FirstTickAfterNewCampaignStarted ​

A new campaign game has being started and the first tick is just being done - not triggered when processing startpos. Guarantees UI is open.

Engine Code: FIRST_TICK_AFTER_NEW_CAMPAIGN_STARTED

Context Parameters:

  • model

FirstTickAfterWorldCreated ​

First tick after a game was started or loaded

Engine Code: FIRST_TICK_AFTER_WORLD_CREATED

Context Parameters:

  • world

ForceAdoptsStance ​

Fired when an characters military force changes stance

Engine Code: FORCE_ADOPTS_STANCE

Context Parameters:

  • stance_adopted
  • military_force

FortSelected ​

No parameters documented.


FrontendScreenTransition ​

triggers we change screens in the frontend

Engine Code: FRONTEND_TRANSITION_EVENT

Context Parameters:

  • string (name of layout transitioned to)

GarrisonAttackedEvent ​

DAT_1173dad0

Engine Code: GARRISON_ATTACKED_EVENT

Context Parameters:

  • garrison_residence
  • character

GarrisonOccupiedEvent ​

DAT_1173dad0

Engine Code: GARRISON_OCCUPIED_EVENT

Context Parameters:

  • garrison_residence
  • character

GarrisonResidenceCaptured ​

A garrison residence (settlement, fort, port &c.) has been captured

Engine Code: GARRISON_RESIDENCE_CAPTURED

Context Parameters:

  • Garrison residence

GarrisonResidenceEvent ​

Context Parameters:

  • garrison_residence

GovernorAssignedCharacterEvent ​

Context Parameters:

  • province
  • region

GovernorshipTaxRateChanged ​

A tax rate in a governorship has changed

Engine Code: GOVERNORSHIP_TAX_RATE_CHANGE

Context Parameters:

  • faction

HistoricBattleEvent ​

Events fired from Historic battle, will send the name of next battle to be played !

Engine Code: HISTORIC_BATTLE_EVENTS

Context Parameters:

  • String

HistoricalCharacters ​

DAT_1173dad0

Engine Code: HISTORICAL_CHARACTER_GENERATION_EVENT

Context Parameters:

  • List of possible historical characters

HistoricalEvents ​

DAT_1173dad0

Engine Code: HISTORICAL_EVENTS_EVENT

Context Parameters:

  • List of possible historical events

HudRefresh ​

triggers when the HUD is reconstructed

Engine Code: HUD_REFRESH_EVENT

Context Parameters:

  • Empty string

IncidentEvent ​

Context Parameters:

  • faction
  • campaign_model
  • dilemma

IncidentOccuredEvent ​

Context Parameters:

  • faction
  • campaign_model
  • dilemma

InciteRevoltAttemptFailure ​

No parameters documented.


IncomingMessage ​

triggers when a dropdown message first starts falling down the screen

Engine Code: INCOMING_MESSAGE_EVENT

Context Parameters:

  • string (event name)

LandTradeRouteRaided ​

A character has raided a land trade route

Engine Code: LAND_TRADE_ROUTE_ATTACKED_EVENT

Context Parameters:

  • character

LoadingGame ​

A game is being loaded

Engine Code: LOAD_GAME_EVENT

Context Parameters:

  • FileHandle

LoadingScreenDismissed ​

triggers when loading screen dismissed by player

Engine Code: LOADING_SCREEN_DISMISSED_EVENT

Context Parameters:

  • Empty string

LocationEntered ​

When a piece enters a location trigger, fire ony once per trigger

Engine Code: LOCATION_ENTERED_EVENT

Context Parameters:

  • MAP_LOCATION
  • the piece that entered

LocationUnveiled ​

When the location becomes visible for the first time

Engine Code: LOCATION_UNVEILED_EVENT

Context Parameters:

  • MAP_LOCATION
  • the piece that unveiled the area

MPLobbyChatCreated ​

No parameters documented.


MapIconMoved ​

No parameters documented.


MissionCancelled ​

A mission has been cancelled - ie is no longer viable

Engine Code: MISSION_CANCELLED

Context Parameters:

  • mission
  • faction
  • campaign_model

MissionCheckAssassination ​

No parameters documented.


MissionCheckBlockadePort ​

No parameters documented.


MissionCheckBuild ​

No parameters documented.


MissionCheckCaptureCity ​

No parameters documented.


MissionCheckDuel ​

No parameters documented.


MissionCheckEngageCharacter ​

No parameters documented.


MissionCheckEngageFaction ​

No parameters documented.


MissionCheckGainMilitaryAccess ​

No parameters documented.


MissionCheckMakeAlliance ​

No parameters documented.


MissionCheckMakeTradeAgreement ​

No parameters documented.


MissionCheckRecruit ​

No parameters documented.


MissionCheckResearch ​

No parameters documented.


MissionCheckSpyOnCity ​

No parameters documented.


MissionEvaluateAssassination ​

No parameters documented.


MissionEvaluateBlockadePort ​

No parameters documented.


MissionEvaluateBuild ​

No parameters documented.


MissionEvaluateCaptureCity ​

No parameters documented.


MissionEvaluateDuel ​

No parameters documented.


MissionEvaluateEngageCharacter ​

No parameters documented.


MissionEvaluateEngageFaction ​

No parameters documented.


MissionEvaluateGainMilitaryAccess ​

No parameters documented.


MissionEvaluateMakeAlliance ​

No parameters documented.


MissionEvaluateMakeTradeAgreement ​

No parameters documented.


MissionEvaluateRecruit ​

No parameters documented.


MissionEvaluateResearch ​

No parameters documented.


MissionEvaluateSpyOnCity ​

No parameters documented.


MissionEvent ​

Context Parameters:

  • faction
  • campaign_model

MissionFailed ​

The player has failed a mission

Engine Code: MISSION_FAILED

Context Parameters:

  • mission
  • faction
  • campaign_model

MissionIssued ​

A mission has been issued to the player

Engine Code: MISSION_ISSUED

Context Parameters:

  • mission
  • faction
  • campaign_model

MissionNearingExpiry ​

A mission only has a quarter of its time left before its too late to complete it

Engine Code: MISSION_NEARING_EXPIRY

Context Parameters:

  • mission
  • faction
  • campaign_model

MissionStatusEvent ​

Context Parameters:

  • mission
  • faction
  • campaign_model

MissionSucceeded ​

A mission has been successfully completed

Engine Code: MISSION_SUCCEEDED

Context Parameters:

  • mission
  • faction
  • campaign_model

ModelCreated ​

A game is being started or loaded, at this point the most vital parts pf the game are initialized

Engine Code: MODEL_CREATED

Context Parameters:

  • DAT_1173e900

MovementPointsExhausted ​

A general can move no more

Engine Code: CHARACTER_ACTION_POINTS_EXHAUSTED

Context Parameters:

  • character

MultiTurnMove ​

A character has been issued a movement that will take more than one turn

Engine Code: CHARACTER_MULTITURN_MOVE_ISSUED_EVENT

Context Parameters:

  • character

NewCampaignStarted ​

A new campaign game is being started - called exactly once during a campaign, when it is created for the first time - NOT called when loading, NOT called when processing startpos

Engine Code: NEW_CAMPAIGN_STARTED

Context Parameters:

  • model

NewSession ​

A game is being started, could be a new game or loading a save game

Engine Code: NEW_GAME_EVENT

Context Parameters:

  • model access

PanelAdviceRequestedBattle ​

triggers when the user clicks on the request advice button on a panel in battle

Engine Code: PANEL_ADVICE_EVENT_BATTLE

Context Parameters:

  • string

PanelAdviceRequestedCampaign ​

triggers when the user clicks on the request advice button on a panel in the campaign game

Engine Code: PANEL_ADVICE_EVENT_CAMPAIGN

Context Parameters:

  • string

PanelClosedBattle ​

triggers when a ui panel is closed by the user in battle

Engine Code: PANEL_CLOSED_EVENT_BATTLE

Context Parameters:

  • string

PanelClosedCampaign ​

triggers when a ui panel is closed by the user in the campaign game

Engine Code: PANEL_CLOSED_EVENT_CAMPAIGN

Context Parameters:

  • string

PanelOpenedBattle ​

triggers when a ui panel is opened by the user in battle

Engine Code: PANEL_OPEN_EVENT_BATTLE

Context Parameters:

  • string

PanelOpenedCampaign ​

triggers when a ui panel is opened by the user in the campaign game

Engine Code: PANEL_OPEN_EVENT_CAMPAIGN

Context Parameters:

  • string

PendingBankruptcy ​

The faction is about to go bankrupt

Engine Code: FACTION_PENDING_BANKRUPTCY_EVENT

Context Parameters:

  • faction

PendingBattle ​

A battle is about to occur

Engine Code: PENDING_BATTLE_EVENT

Context Parameters:

  • model
  • pending_battle

PositiveDiplomaticEvent ​

Fires when a user performs a positive diplomatic action

Engine Code: POSITIVE_DIPLOMATIC_EVENT

Context Parameters:

  • proposer
  • recipient
  • is_alliance
  • is_peace_treaty
  • is_military_access
  • is_trade_agreement
  • is_form_confederation

PreBattle ​

No parameters documented.


RecruitmentItemIssuedByPlayer ​

Fired when the player selects adds a unit to the queue

Engine Code: RECRUITMENT_ITEM_ISSUED_BY_PLAYER

Context Parameters:

  • unit record

RegionEvent ​

Context Parameters:

  • region

RegionGainedDevlopmentPoint ​

Region gained a development point

Engine Code: REGION_GAINED_DEVELOPMENT_POINT

Context Parameters:

  • Region

RegionIssuesDemands ​

This region has issued demands

Engine Code: REGION_ISSUES_DEMANDS

Context Parameters:

  • region

RegionRebels ​

This region has started rebelling

Engine Code: REGION_REBELS

Context Parameters:

  • region

RegionRiots ​

This region has started riots

Engine Code: REGION_RIOTS

Context Parameters:

  • region

RegionSelected ​

Fired when a region is selected

Engine Code: REGION_SELECTED_EVENT

Context Parameters:

  • region

RegionSlotEvent ​

Context Parameters:

  • region_slot

RegionStrikes ​

This region has started striking

Engine Code: REGION_STRIKES

Context Parameters:

  • region

RegionTurnEnd ​

Region ends it's turn

Engine Code: REGION_END_TURN

Context Parameters:

  • region

RegionTurnStart ​

Region starts it's turn

Engine Code: REGION_START_TURN

Context Parameters:

  • region

ResearchCompleted ​

Research has been completed in this slot

Engine Code: RESEARCH_COMPLETED_EVENT

Context Parameters:

  • faction

ResearchStarted ​

Research has been started

Engine Code: RESEARCH_STARTED_EVENT

Context Parameters:

  • faction

SabotageAttemptFailure ​

No parameters documented.


SabotageAttemptSuccess ​

No parameters documented.


SavingGame ​

A game is being saveed

Engine Code: SAVE_GAME_EVENT

Context Parameters:

  • FileHandle

ScriptedAgentCreated ​

Fired when the an agent is created through script

Engine Code: SCRIPTED_AGENT_CREATED

Context Parameters:

  • String

ScriptedAgentCreationFailed ​

Fired when the an agent is unable to be created through script

Engine Code: SCRIPTED_AGENT_CREATION_FAILED

Context Parameters:

  • String

ScriptedCharacterUnhidden ​

Fired when a character is sucessfully unhidden by script

Engine Code: SCRIPTED_CHARACTER_UNHIDDEN

Context Parameters:

  • character

ScriptedCharacterUnhiddenFailed ​

Fired when a character is unsucessfully unhidden by script

Engine Code: SCRIPTED_CHARACTER_UNHIDDEN_FAILED

Context Parameters:

  • character

ScriptedForceCreated ​

Fired when the a force is created through script

Engine Code: SCRIPTED_FORCE_CREATED

Context Parameters:

  • String

SeaTradeRouteRaided ​

A character has raided a sea trade route

Engine Code: SEA_TRADE_ROUTE_ATTACKED_EVENT

Context Parameters:

  • character

SettlementDeselected ​

triggers when a settlement has been deselected on the campaign map

Engine Code: SETTLEMENT_DESELECTED_EVENT

Context Parameters:

  • Empty string

SettlementOccupied ​

No parameters documented.


SettlementSelected ​

Fired when the player selects a settlement on the map

Engine Code: SETTLEMENT_SELECTED_EVENT

Context Parameters:

  • garrison_residence

ShortcutTriggered ​

Fired when a keyboard shortcut is triggered

Engine Code: SHORTCUT_TRIGGERED

Context Parameters:

  • String

SiegeLifted ​

No parameters documented.


SlotOpens ​

A slot has just opened

Engine Code: REGION_SLOT_POPPED_EVENT

Context Parameters:

  • region_slot

SlotRoundStart ​

The start of round for this slot

Engine Code: REGION_SLOT_ROUND_START_EVENT

Context Parameters:

  • region_slot

SlotSelected ​

Fired when the player selects a settlement slot on the map

Engine Code: SLOT_SELECTED_EVENT

Context Parameters:

  • garrison_residence

SlotTurnStart ​

The start of turn for this slot

Engine Code: REGION_SLOT_START_TURN_EVENT

Context Parameters:

  • region_slot

StartRegionPopupVisible ​

No parameters documented.


StartRegionSelected ​

No parameters documented.


TechnologyInfoPanelOpenedCampaign ​

triggers when the technology info panel is opened by the user in the campaign game

Engine Code: TECHNOLOGY_INFO_PANEL_OPEN_EVENT_CAMPAIGN

Context Parameters:

  • string

TestEvent ​

Test event

Engine Code: TEST_EVENT

Context Parameters:

  • model

TimeTrigger ​

No parameters documented.


TooltipAdvice ​

triggers when a tooltip cycles though all of it's available lines (only happens at end of first sequence

Engine Code: TOOLTIP_ADVICE_EVENT

Context Parameters:

  • string

TradeLinkEstablished ​

No parameters documented.


TradeNodeConnected ​

Fired when a character enters a trade node and establishes a trade route

Engine Code: CHARACTER_ESTABLISHED_DOMESTIC_TRADE_ROUTE

Context Parameters:

  • character

TradeRouteEstablished ​

A trade route has been established with this faction

Engine Code: TRADE_ROUTE_ESTABLISHED

Context Parameters:

  • faction

UICreated ​

Fires when the UI is first created

Engine Code: UI_CREATED_EVENT

Context Parameters:

  • String (name of the UI)
  • Component (root component of the ui)

UIDestroyed ​

Fires when the UI is destroyed

Engine Code: UI_DESTROYED_EVENT

Context Parameters:

  • String (name of the UI)

UngarrisonedFort ​

No parameters documented.


UnitCompletedBattle ​

A unit has completed the battle

Engine Code: UNIT_COMPLETED_BATTLE_EVENT

Context Parameters:

  • unit

UnitCreated ​

A unit has been created

Engine Code: UNIT_CREATION_EVENT

Context Parameters:

  • unit

UnitDisembarkCompleted ​

No parameters documented.


UnitEvent ​

Context Parameters:

  • unit

UnitSelectedCampaign ​

Fires when a unit card is selected on the campaign map

Engine Code: UNIT_SELECTED_EVENT_CAMPAIGN

Context Parameters:

  • unit

UnitTrained ​

A unit is trained

Engine Code: UNIT_RECRUITED_EVENT

Context Parameters:

  • unit

UnitTurnEnd ​

A unit has ended its turn

Engine Code: UNIT_TURN_END_EVENT

Context Parameters:

  • unit

VictoryConditionFailed ​

No parameters documented.


VictoryConditionMet ​

No parameters documented.


WorldCreated ​

A game is being started or loaded, at this point the most vital parts of the game are initialized

Engine Code: WORLD_CREATED

Context Parameters:

  • world

Released under the GPL-3.0 license.