Thrones of Britannia Events Reference
This is an automated event reference generated from the engine dump for Thrones of Britannia.
Table of Contents
- AdviceCleared
- AdviceDismissed
- AdviceFinishedTrigger
- AdviceIssued
- AdviceSuperseded
- AreaCameraEntered
- AreaEntered
- AreaExited
- ArmyBribeAttemptFailure
- ArmySabotageAttemptFailure
- ArmySabotageAttemptSuccess
- AssassinationAttemptCriticalSuccess
- AssassinationAttemptFailure
- AssassinationAttemptSuccess
- BattleBoardingActionCommenced
- BattleCommandingShipRouts
- BattleCommandingUnitRouts
- BattleCompleted
- BattleConflictPhaseCommenced
- BattleDeploymentPhaseCommenced
- BattleFortPlazaCaptureCommenced
- BattleShipAttacksEnemyShip
- BattleShipCaughtFire
- BattleShipMagazineExplosion
- BattleShipRouts
- BattleShipRunAground
- BattleShipSailingIntoWind
- BattleShipSurrendered
- BattleUnitAttacksBuilding
- BattleUnitAttacksEnemyUnit
- BattleUnitAttacksWalls
- BattleUnitCapturesBuilding
- BattleUnitDestroysBuilding
- BattleUnitRouts
- BattleUnitUsingBuilding
- BattleUnitUsingWall
- BuildingCardSelected
- BuildingCompleted
- BuildingConstructionIssuedByPlayer
- BuildingInfoPanelOpenedCampaign
- CameraMoverCancelled
- CameraMoverFinished
- CampaignArmiesMerge
- CampaignBuildingDamaged
- CampaignCoastalAssaultOnCharacter
- CampaignCoastalAssaultOnGarrison
- CampaignEffectsBundleAwarded
- CampaignSettlementAttacked
- CharacterAssignedEstate
- CharacterAttacksAlly
- CharacterBecomesFactionLeader
- CharacterBesiegesSettlement
- CharacterBlockadedPort
- CharacterBrokePortBlockade
- CharacterBuildingCompleted
- CharacterCanLiberate
- CharacterCandidateBecomesMinister
- CharacterCharacterTargetAction
- CharacterComesOfAge
- CharacterCompletedBattle
- CharacterCreated
- CharacterDamagedByDisaster
- CharacterDeselected
- CharacterDiscovered
- CharacterDisembarksNavy
- CharacterEmbarksNavy
- CharacterEntersAttritionalArea
- CharacterEntersGarrison
- CharacterFactionCompletesResearch
- CharacterFamilyRelationDied
- CharacterGarrisonTargetAction
- CharacterInfoPanelOpened
- CharacterLeavesGarrison
- CharacterLootedSettlement
- CharacterMarriage
- CharacterMilitaryForceTraditionPointAllocated
- CharacterMilitaryForceTraditionPointAvailable
- CharacterParticipatedAsSecondaryGeneralInBattle
- CharacterPerformsActionAgainstFriendlyTarget
- CharacterPerformsOccupationDecisionLiberate
- CharacterPerformsOccupationDecisionLoot
- CharacterPerformsOccupationDecisionMakeVassal
- CharacterPerformsOccupationDecisionOccupy
- CharacterPerformsOccupationDecisionRaze
- CharacterPerformsOccupationDecisionResettle
- CharacterPerformsOccupationDecisionSack
- CharacterPostBattleEnslave
- CharacterPostBattleRelease
- CharacterPostBattleSlaughter
- CharacterPromoted
- CharacterRankUp
- CharacterRankUpNeedsAncillary
- CharacterRelativeKilled
- CharacterSelected
- CharacterSettlementBesieged
- CharacterSettlementBlockaded
- CharacterSkillPointAllocated
- CharacterStrippedOfEstate
- CharacterSuccessfulArmyBribe
- CharacterSuccessfulConvert
- CharacterSuccessfulDemoralise
- CharacterSuccessfulInciteRevolt
- CharacterSurvivesAssassinationAttempt
- CharacterTurnEnd
- CharacterTurnStart
- CharacterWoundedInAssassinationAttempt
- ClanBecomesVassal
- ClimatePhaseChange
- ComponentCreated
- ComponentLClickUp
- ComponentLinkClicked
- ComponentMouseOn
- ComponentMoved
- ConvertAttemptFailure
- DemoraliseAttemptFailure
- DilemmaChoiceMadeEvent
- DilemmaEvent
- DilemmaIssuedEvent
- DillemaOrIncidentStarted
- DiplomacyNegotiationStarted
- DiplomaticOfferRejected
- DuelDemanded
- DummyEvent
- EncylopediaEntryRequested
- EventMessageOpenedBattle
- EventMessageOpenedCampaign
- FactionAboutToEndTurn
- FactionBecomesLiberationProtectorate
- FactionBecomesLiberationVassal
- FactionBecomesShogun
- FactionBecomesWorldLeader
- FactionBeginTurnPhaseNormal
- FactionCapturesKyoto
- FactionCapturesWorldCapital
- FactionDestroyed
- FactionDiplomacyPaymentReceived
- FactionEncountersOtherFaction
- FactionFameLevelUp
- FactionGovernmentTypeChanged
- FactionHordeStatusChange
- FactionLeaderDeclaresWar
- FactionLeaderSignsPeaceTreaty
- FactionRoundStart
- FactionSubjugatesOtherFaction
- FactionTurnEnd
- FactionTurnStart
- FirstTickAfterNewCampaignStarted
- FirstTickAfterWorldCreated
- ForceAdoptsStance
- FortSelected
- FrontendScreenTransition
- GarrisonAttackedEvent
- GarrisonOccupiedEvent
- GarrisonResidenceCaptured
- GovernorAssignedCharacterEvent
- GovernorshipTaxRateChanged
- HistoricBattleEvent
- HistoricalCharacters
- HistoricalEvents
- HudRefresh
- IncidentOccuredEvent
- InciteRevoltAttemptFailure
- IncomingMessage
- LandTradeRouteRaided
- LoadingGame
- LoadingScreenDismissed
- LocationEntered
- LocationUnveiled
- MPLobbyChatCreated
- MapIconMoved
- MissionCancelled
- MissionCheckAssassination
- MissionCheckBlockadePort
- MissionCheckBuild
- MissionCheckCaptureCity
- MissionCheckDuel
- MissionCheckEngageCharacter
- MissionCheckEngageFaction
- MissionCheckGainMilitaryAccess
- MissionCheckMakeAlliance
- MissionCheckMakeTradeAgreement
- MissionCheckRecruit
- MissionCheckResearch
- MissionCheckSpyOnCity
- MissionEvaluateAssassination
- MissionEvaluateBlockadePort
- MissionEvaluateBuild
- MissionEvaluateCaptureCity
- MissionEvaluateDuel
- MissionEvaluateEngageCharacter
- MissionEvaluateEngageFaction
- MissionEvaluateGainMilitaryAccess
- MissionEvaluateMakeAlliance
- MissionEvaluateMakeTradeAgreement
- MissionEvaluateRecruit
- MissionEvaluateResearch
- MissionEvaluateSpyOnCity
- MissionFailed
- MissionIssued
- MissionNearingExpiry
- MissionSucceeded
- ModelCreated
- MovementPointsExhausted
- MultiTurnMove
- NegativeDiplomaticEvent
- NewCampaignStarted
- NewSession
- PanelAdviceRequestedBattle
- PanelAdviceRequestedCampaign
- PanelClosedBattle
- PanelClosedCampaign
- PanelOpenedBattle
- PanelOpenedCampaign
- PendingBankruptcy
- PendingBattle
- PositiveDiplomaticEvent
- PreBattle
- RecruitmentItemIssuedByPlayer
- RegionChangesOwnership
- RegionGainedDevlopmentPoint
- RegionIssuesDemands
- RegionRebels
- RegionRiots
- RegionSelected
- RegionStrikes
- RegionTurnEnd
- RegionTurnStart
- ResearchCompleted
- ResearchStarted
- SabotageAttemptFailure
- SabotageAttemptSuccess
- SavingGame
- ScriptedAgentCreated
- ScriptedAgentCreationFailed
- ScriptedCharacterUnhidden
- ScriptedCharacterUnhiddenFailed
- ScriptedForceCreated
- SeaTradeRouteRaided
- SettlementDeselected
- SettlementOccupied
- SettlementSelected
- ShortcutTriggered
- SiegeLifted
- SlotOpens
- SlotRoundStart
- SlotSelected
- SlotTurnStart
- StartRegionPopupVisible
- StartRegionSelected
- TechnologyInfoPanelOpenedCampaign
- TestEvent
- TimeTrigger
- TooltipAdvice
- TradeLinkEstablished
- TradeNodeConnected
- TradeRouteEstablished
- UICreated
- UIDestroyed
- UngarrisonedFort
- UnitCompletedBattle
- UnitCreated
- UnitDisbanded
- UnitDisembarkCompleted
- UnitMergedAndDestroyed
- UnitSelectedCampaign
- UnitTrained
- UnitTurnEnd
- VictoryConditionFailed
- VictoryConditionMet
- WorldCreated
- historical_events
AdviceCleared
Context Parameters:
No parameters documented.
AdviceDismissed
Context Parameters:
No parameters documented.
AdviceFinishedTrigger
Notify scripters when current advice has finished playing
Engine Code: ADVICE_FINISHED_EVENT
Context Parameters:
Sound
AdviceIssued
Context Parameters:
No parameters documented.
AdviceSuperseded
Context Parameters:
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 nameCHARACTER character who entered
AreaExited
Fired when a piece exits an area trigger
Engine Code: AREA_TRIGGER_EXIT_EVENT
Context Parameters:
UniString trigger nameCHARACTER character who exited
ArmyBribeAttemptFailure
Context Parameters:
No parameters documented.
ArmySabotageAttemptFailure
Context Parameters:
No parameters documented.
ArmySabotageAttemptSuccess
Context Parameters:
No parameters documented.
AssassinationAttemptCriticalSuccess
Context Parameters:
No parameters documented.
AssassinationAttemptFailure
Context Parameters:
No parameters documented.
AssassinationAttemptSuccess
Context Parameters:
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
Context Parameters:
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:
buildinggarrison_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_charactercharacter
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_charactercharacter
CampaignCoastalAssaultOnGarrison
Fired when a character initiates a coastal assault on a garrison
Engine Code: CHARACTER_COASTAL_GARRISON_ASSAULT
Context Parameters:
garrison_residencecharacter
CampaignEffectsBundleAwarded
A faction has gained an effect bundle
Engine Code: FACTION_AWARDED_EFFECT_BUNDLE
Context Parameters:
faction
CampaignSettlementAttacked
Context Parameters:
No parameters documented.
CharacterAssignedEstate
Context Parameters:
No parameters documented.
CharacterAttacksAlly
A character has attacked an ally
Engine Code: CHARACTER_ATTACKS_ALLY_EVENT
Context Parameters:
target_factioncharacter
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_residencecharacter
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:
buildingcharacter
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_successmission_result_successmission_result_opportune_failuremission_result_failuremission_result_critial_failureabilityattributeagent_action_keytarget_charactercharacter
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_battlecharacter
CharacterCreated
Fired when a character is created
Engine Code: CHARACTER_CREATION
Context Parameters:
character
CharacterDamagedByDisaster
Context Parameters:
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_residencecharacter
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_successmission_result_successmission_result_opportune_failuremission_result_failuremission_result_critial_failureabilityattributegarrison_residencecharacter
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_residencecharacter
CharacterLootedSettlement
A character loots a settlement
Engine Code: CHARACTER_LOOTS_SETTLEMENT
Context Parameters:
garrison_residencecharacter
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_forcetradition_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
CharacterPerformsOccupationDecisionLiberate
Context Parameters:
No parameters documented.
CharacterPerformsOccupationDecisionLoot
Context Parameters:
character
CharacterPerformsOccupationDecisionMakeVassal
Context Parameters:
No parameters documented.
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
CharacterStrippedOfEstate
Context Parameters:
No parameters documented.
CharacterSuccessfulArmyBribe
Context Parameters:
No parameters documented.
CharacterSuccessfulConvert
Context Parameters:
No parameters documented.
CharacterSuccessfulDemoralise
Context Parameters:
No parameters documented.
CharacterSuccessfulInciteRevolt
Context Parameters:
No parameters documented.
CharacterSurvivesAssassinationAttempt
Context Parameters:
No parameters documented.
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
Context Parameters:
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
Context Parameters:
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
Context Parameters:
No parameters documented.
DemoraliseAttemptFailure
Context Parameters:
No parameters documented.
DilemmaChoiceMadeEvent
Context Parameters:
choicefactioncampaign_modeldilemma
DilemmaEvent
Context Parameters:
factioncampaign_modeldilemma
DilemmaIssuedEvent
Context Parameters:
No parameters documented.
DillemaOrIncidentStarted
Context Parameters:
No parameters documented.
DiplomacyNegotiationStarted
Context Parameters:
No parameters documented.
DiplomaticOfferRejected
Context Parameters:
proposerrecipient
DuelDemanded
Context Parameters:
No parameters documented.
DummyEvent
Context Parameters:
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
Context Parameters:
No parameters documented.
FactionBecomesLiberationVassal
A faction has liberated another faction
Engine Code: FACTION_BECOMES_LIBERATION_VASSAL_EVENT
Context Parameters:
liberating_characterfaction
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
FactionDestroyed
Context Parameters:
No parameters documented.
FactionDiplomacyPaymentReceived
Context Parameters:
No parameters documented.
FactionEncountersOtherFaction
A faction encounters another faction
Engine Code: FACTION_ENCOUNTERS_OTHER_FACTION
Context Parameters:
other_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
Context Parameters:
No parameters documented.
FactionLeaderDeclaresWar
War has been declared
Engine Code: FACTION_LEADER_DECLARES_WAR
Context Parameters:
character
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_adoptedmilitary_force
FortSelected
Context Parameters:
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_residencecharacter
GarrisonOccupiedEvent
DAT_1173dad0
Engine Code: GARRISON_OCCUPIED_EVENT
Context Parameters:
garrison_residencecharacter
GarrisonResidenceCaptured
A garrison residence (settlement, fort, port &c.) has been captured
Engine Code: GARRISON_RESIDENCE_CAPTURED
Context Parameters:
Garrison residence
GovernorAssignedCharacterEvent
Context Parameters:
provinceregion
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
IncidentOccuredEvent
Context Parameters:
factioncampaign_modeldilemma
InciteRevoltAttemptFailure
Context Parameters:
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_LOCATIONthe piece that entered
LocationUnveiled
When the location becomes visible for the first time
Engine Code: LOCATION_UNVEILED_EVENT
Context Parameters:
MAP_LOCATIONthe piece that unveiled the area
MPLobbyChatCreated
Context Parameters:
No parameters documented.
MapIconMoved
Context Parameters:
No parameters documented.
MissionCancelled
A mission has been cancelled - ie is no longer viable
Engine Code: MISSION_CANCELLED
Context Parameters:
missionfactioncampaign_model
MissionCheckAssassination
Context Parameters:
No parameters documented.
MissionCheckBlockadePort
Context Parameters:
No parameters documented.
MissionCheckBuild
Context Parameters:
No parameters documented.
MissionCheckCaptureCity
Context Parameters:
No parameters documented.
MissionCheckDuel
Context Parameters:
No parameters documented.
MissionCheckEngageCharacter
Context Parameters:
No parameters documented.
MissionCheckEngageFaction
Context Parameters:
No parameters documented.
MissionCheckGainMilitaryAccess
Context Parameters:
No parameters documented.
MissionCheckMakeAlliance
Context Parameters:
No parameters documented.
MissionCheckMakeTradeAgreement
Context Parameters:
No parameters documented.
MissionCheckRecruit
Context Parameters:
No parameters documented.
MissionCheckResearch
Context Parameters:
No parameters documented.
MissionCheckSpyOnCity
Context Parameters:
No parameters documented.
MissionEvaluateAssassination
Context Parameters:
No parameters documented.
MissionEvaluateBlockadePort
Context Parameters:
No parameters documented.
MissionEvaluateBuild
Context Parameters:
No parameters documented.
MissionEvaluateCaptureCity
Context Parameters:
No parameters documented.
MissionEvaluateDuel
Context Parameters:
No parameters documented.
MissionEvaluateEngageCharacter
Context Parameters:
No parameters documented.
MissionEvaluateEngageFaction
Context Parameters:
No parameters documented.
MissionEvaluateGainMilitaryAccess
Context Parameters:
No parameters documented.
MissionEvaluateMakeAlliance
Context Parameters:
No parameters documented.
MissionEvaluateMakeTradeAgreement
Context Parameters:
No parameters documented.
MissionEvaluateRecruit
Context Parameters:
No parameters documented.
MissionEvaluateResearch
Context Parameters:
No parameters documented.
MissionEvaluateSpyOnCity
Context Parameters:
No parameters documented.
MissionFailed
The player has failed a mission
Engine Code: MISSION_FAILED
Context Parameters:
missionfactioncampaign_model
MissionIssued
A mission has been issued to the player
Engine Code: MISSION_ISSUED
Context Parameters:
missionfactioncampaign_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:
missionfactioncampaign_model
MissionSucceeded
A mission has been successfully completed
Engine Code: MISSION_SUCCEEDED
Context Parameters:
missionfactioncampaign_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
NegativeDiplomaticEvent
Context Parameters:
No parameters documented.
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:
modelpending_battle
PositiveDiplomaticEvent
Fires when a user performs a positive diplomatic action
Engine Code: POSITIVE_DIPLOMATIC_EVENT
Context Parameters:
proposerrecipientis_allianceis_peace_treatyis_military_accessis_trade_agreementis_form_confederation
PreBattle
Context Parameters:
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
RegionChangesOwnership
Context Parameters:
No parameters documented.
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
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
Context Parameters:
No parameters documented.
SabotageAttemptSuccess
Context Parameters:
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
Context Parameters:
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
Context Parameters:
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
Context Parameters:
No parameters documented.
StartRegionSelected
Context Parameters:
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
Context Parameters:
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
Context Parameters:
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
Context Parameters:
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
UnitDisbanded
Context Parameters:
No parameters documented.
UnitDisembarkCompleted
Context Parameters:
No parameters documented.
UnitMergedAndDestroyed
Context Parameters:
No parameters documented.
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
Context Parameters:
No parameters documented.
VictoryConditionMet
Context Parameters:
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
historical_events
Context Parameters:
No parameters documented.
