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- ###############################
- # Scopes
- ###############################
- THIS
- ROOT
- PREV
- PREVPREV
- PREVPREVPREV
- PREVPREVPREVPREV
- FROM
- FROMFROM
- OWNER
- CONTROLLER
- CAPITAL
- RANDOM
- event_target:NameHere
- Core scopes can be extended with some specific scopes, like so: owner.capital_scope = { }
- hidden: can be appended to scopes to hide them
- hidden_effect = { } # Effect not shown in tooltips
- hidden_trigger = { }
- NOT = { }
- AND = { }
- OR = { }
- if = { limit = { }
- else = { }
- break = yes
- }
- random_list = {
- 50 = {
- modifier = {
- factor = 1
- }
- }
- 50 = { }
- }
- random = {
- chance = 50
- }
- ###############################
- # Scopeless Trigger
- ###############################
- ### Trigger ###
- any_ship = { } # any ship
- any_system = { } # any system trigger
- any_rim_system = { ]
- any_ship_in_system = { }
- any_ambient_object = { }
- any_member = { } # Alliance
- space_owner = { }
- solar_system = { }
- owner = { }
- owner_species = { }
- last_created_ambient_object = { }
- last_created_leader = { }
- last_created_species = { }
- last_created_fleet = { }
- last_created_country = { }
- last_created_pop = { }
- ###############################
- # Scopeless Effect
- ###############################
- closest_system = { }
- random_country = { }
- every_pop = { }
- every_country = { }
- every_ship = { }
- every_planet = { }
- random_system = { }
- every_rim_system = { }
- random_rim_system = { }
- random_ambient_object = { }
- every_ambient_object = { }
- space_owner = { }
- solar_system = { }
- owner = { }
- owner_species = { }
- ###############################
- # Cluster Effect
- ###############################
- every_system_in_cluster = { }
- ###############################
- # System Trigger
- ###############################
- any_system_ambient_object = { }
- any_neighbor_system = { }
- any_planet = { }
- ###############################
- # System Effect
- ###############################
- every_system_planet = { }
- random_planet = { }
- random_system_planet = { }
- random_system_ambient_object = { }
- every_system_ambient_object = { }
- every_fleet_in_system = { }
- random_fleet_in_system = { }
- every_neighbor_system = { }
- random_neighbor_system = { }
- ###############################
- # Country Trigger
- ###############################
- any_war = { }
- any_attacker = { }
- any_defender = { }
- any_country = { }
- any_owned_ship = { }
- any_neighbor_country = { }
- any_system_within_border = { }
- any_owned_leader = { }
- any_owned_pop = { }
- any_sector = { }
- any_owned_fleet = { }
- any_bordering_country = { }
- any_neighbor_country = { }
- capital_scope = { }
- random_system = { }
- any_war_defender = { }
- any_war_attacker = { }
- any_system_within_border = { }
- any_planet_within_border = { }
- any_owned_planet = { }
- any_controlled_planet = { }
- ###############################
- # Country Effect
- ###############################
- capital_scope = { }
- every_owned_ship = { }
- random_system = { }
- random_owned_planet = { }
- random_rim_system = { }
- research_leader = { }
- every_owned_planet = { }
- every_controlled_planet = { }
- random_controlled_planet = { }
- every_war_defender = { }
- every_war_attacker = { }
- random_owned_ship = { }
- every_owned_pop = { }
- random_planet_within_border = { }
- any_spaceport = { }
- any_research_station = { }
- any_mining_station = { }
- random_system_within_border = { }
- random_army_within_country = { }
- every_planet_within_border = { }
- every_army_within_country = { }
- every_owned_leader = { }
- random_owned_leader = { }
- random_owned_pop = { }
- random_sector = { }
- every_sector = { }
- random_owned_fleet = { }
- random_neighbor_country = { }
- every_pop_faction = { }
- random_pop_faction = { }
- ###############################
- # Planet Trigger
- ###############################
- any_spaceport = { } # any spaceport trigger
- any_research_station = { } # any research station outpost
- any_mining_station = { } # any mining station outpost
- any_tile = { }
- any_moon = { }
- any_orbital_station = { }
- orbital_deposit_tile = { }
- orbit = { }
- any_pop = { }
- ###############################
- # Planet Effect
- ###############################
- observation_outpost = { }
- observation_outpost_owner = { }
- random_pop = { }
- any_spaceport = { }
- any_research_station = { }
- any_mining_station = { }
- random_research_station = { }
- random_mining_station = { }
- random_spaceport = { }
- random_army = { }
- every_tile = { }
- random_tile = { }
- random_moon = { }
- every_moon = { }
- every_planet_army = { }
- random_owned_pop = { }
- orbital_deposit_tile = { }
- orbit = { }
- every_owned_pop = { }
- best_tile_for_pop = { }
- ###############################
- # Fleet Trigger
- ###############################
- fleet = { }
- ###############################
- # Fleet Effect
- ###############################
- random_owned_ship = { }
- ###############################
- # Leader Trigger
- ###############################
- leader = { }
- ###############################
- # Tile Trigger
- ###############################
- random_neighboring_tile = { limit = {} }
- any_neighboring_tile = { }
- ###############################
- # Tile Effect
- ###############################
- every_neighboring_tile = { }
- random_neighboring_tile = { }
- ###############################
- # War Effect
- ###############################
- random_war_defender = { } # switches Scope to and picks a random defender in a war with a specified enemy
- random_war_attacker = { } # switches Scope to and picks a random attacker in a war with a specified enemy
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