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Scopes

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May 15th, 2016
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  1. ###############################
  2. # Scopes
  3. ###############################
  4.  
  5. THIS
  6. ROOT
  7. PREV
  8. PREVPREV
  9. PREVPREVPREV
  10. PREVPREVPREVPREV
  11. FROM
  12. FROMFROM
  13. OWNER
  14. CONTROLLER
  15. CAPITAL
  16. RANDOM
  17.  
  18. event_target:NameHere
  19.  
  20. Core scopes can be extended with some specific scopes, like so: owner.capital_scope = { }
  21.  
  22. hidden: can be appended to scopes to hide them
  23.  
  24. hidden_effect = { } # Effect not shown in tooltips
  25. hidden_trigger = { }
  26.  
  27. NOT = { }
  28. AND = { }
  29. OR = { }
  30.  
  31. if = { limit = { }
  32. else = { }
  33.  
  34. break = yes
  35. }
  36.  
  37. random_list = {
  38. 50 = {
  39. modifier = {
  40. factor = 1
  41.  
  42. }
  43. }
  44. 50 = { }
  45. }
  46.  
  47. random = {
  48. chance = 50
  49. }
  50.  
  51. ###############################
  52. # Scopeless Trigger
  53. ###############################
  54. ### Trigger ###
  55. any_ship = { } # any ship
  56. any_system = { } # any system trigger
  57. any_rim_system = { ]
  58. any_ship_in_system = { }
  59. any_ambient_object = { }
  60. any_member = { } # Alliance
  61. space_owner = { }
  62. solar_system = { }
  63. owner = { }
  64. owner_species = { }
  65.  
  66. last_created_ambient_object = { }
  67. last_created_leader = { }
  68. last_created_species = { }
  69. last_created_fleet = { }
  70. last_created_country = { }
  71. last_created_pop = { }
  72.  
  73. ###############################
  74. # Scopeless Effect
  75. ###############################
  76. closest_system = { }
  77. random_country = { }
  78. every_pop = { }
  79. every_country = { }
  80. every_ship = { }
  81. every_planet = { }
  82. random_system = { }
  83. every_rim_system = { }
  84. random_rim_system = { }
  85. random_ambient_object = { }
  86. every_ambient_object = { }
  87. space_owner = { }
  88. solar_system = { }
  89. owner = { }
  90. owner_species = { }
  91.  
  92. ###############################
  93. # Cluster Effect
  94. ###############################
  95. every_system_in_cluster = { }
  96.  
  97. ###############################
  98. # System Trigger
  99. ###############################
  100. any_system_ambient_object = { }
  101. any_neighbor_system = { }
  102. any_planet = { }
  103.  
  104. ###############################
  105. # System Effect
  106. ###############################
  107. every_system_planet = { }
  108. random_planet = { }
  109. random_system_planet = { }
  110. random_system_ambient_object = { }
  111. every_system_ambient_object = { }
  112. every_fleet_in_system = { }
  113. random_fleet_in_system = { }
  114. every_neighbor_system = { }
  115. random_neighbor_system = { }
  116.  
  117. ###############################
  118. # Country Trigger
  119. ###############################
  120. any_war = { }
  121. any_attacker = { }
  122. any_defender = { }
  123. any_country = { }
  124. any_owned_ship = { }
  125. any_neighbor_country = { }
  126. any_system_within_border = { }
  127. any_owned_leader = { }
  128. any_owned_pop = { }
  129. any_sector = { }
  130. any_owned_fleet = { }
  131. any_bordering_country = { }
  132. any_neighbor_country = { }
  133. capital_scope = { }
  134. random_system = { }
  135. any_war_defender = { }
  136. any_war_attacker = { }
  137. any_system_within_border = { }
  138. any_planet_within_border = { }
  139. any_owned_planet = { }
  140. any_controlled_planet = { }
  141.  
  142. ###############################
  143. # Country Effect
  144. ###############################
  145. capital_scope = { }
  146. every_owned_ship = { }
  147. random_system = { }
  148. random_owned_planet = { }
  149. random_rim_system = { }
  150. research_leader = { }
  151. every_owned_planet = { }
  152. every_controlled_planet = { }
  153. random_controlled_planet = { }
  154. every_war_defender = { }
  155. every_war_attacker = { }
  156. random_owned_ship = { }
  157. every_owned_pop = { }
  158. random_planet_within_border = { }
  159. any_spaceport = { }
  160. any_research_station = { }
  161. any_mining_station = { }
  162. random_system_within_border = { }
  163. random_army_within_country = { }
  164. every_planet_within_border = { }
  165. every_army_within_country = { }
  166. every_owned_leader = { }
  167. random_owned_leader = { }
  168. random_owned_pop = { }
  169. random_sector = { }
  170. every_sector = { }
  171. random_owned_fleet = { }
  172. random_neighbor_country = { }
  173. every_pop_faction = { }
  174. random_pop_faction = { }
  175.  
  176. ###############################
  177. # Planet Trigger
  178. ###############################
  179. any_spaceport = { } # any spaceport trigger
  180. any_research_station = { } # any research station outpost
  181. any_mining_station = { } # any mining station outpost
  182. any_tile = { }
  183. any_moon = { }
  184. any_orbital_station = { }
  185. orbital_deposit_tile = { }
  186. orbit = { }
  187. any_pop = { }
  188.  
  189. ###############################
  190. # Planet Effect
  191. ###############################
  192. observation_outpost = { }
  193. observation_outpost_owner = { }
  194. random_pop = { }
  195. any_spaceport = { }
  196. any_research_station = { }
  197. any_mining_station = { }
  198. random_research_station = { }
  199. random_mining_station = { }
  200. random_spaceport = { }
  201. random_army = { }
  202. every_tile = { }
  203. random_tile = { }
  204. random_moon = { }
  205. every_moon = { }
  206. every_planet_army = { }
  207. random_owned_pop = { }
  208. orbital_deposit_tile = { }
  209. orbit = { }
  210. every_owned_pop = { }
  211. best_tile_for_pop = { }
  212.  
  213. ###############################
  214. # Fleet Trigger
  215. ###############################
  216. fleet = { }
  217.  
  218. ###############################
  219. # Fleet Effect
  220. ###############################
  221. random_owned_ship = { }
  222.  
  223. ###############################
  224. # Leader Trigger
  225. ###############################
  226. leader = { }
  227.  
  228. ###############################
  229. # Tile Trigger
  230. ###############################
  231. random_neighboring_tile = { limit = {} }
  232. any_neighboring_tile = { }
  233.  
  234. ###############################
  235. # Tile Effect
  236. ###############################
  237. every_neighboring_tile = { }
  238. random_neighboring_tile = { }
  239.  
  240. ###############################
  241. # War Effect
  242. ###############################
  243. random_war_defender = { } # switches Scope to and picks a random defender in a war with a specified enemy
  244. random_war_attacker = { } # switches Scope to and picks a random attacker in a war with a specified enemy
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