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Here you can find triggers, effects, modifiers and scopes for Sengoku.

Download .txt files:
View attachment Sengoku Triggers.txt
View attachment Sengoku Scopes.txt
View attachment Sengoku Effects.txt
View attachment Sengoku Modifiers.txt

Or view them directly in this thread:

Sengoku Triggers:
Code:
tier
	Comment: Returns true if the character has the correct title.
	Scope:	Character
	Syntax:	tier = TITLE
	
	TITLE:
	duke - daimyo
	count - kokujin
	king - subjugated clan leader
	emperor - clan leader

is_primary_type_title
	Comment: Returns true if the character has a primary type title.
	Scope:	Character
	Syntax:	is_primary_type_title = yes

first_son
	Comment: Returns true if the character is the first son.
	Scope: Character
	Syntax:	first_son = yes
	
has_global_flag
	Comment: Returns true if there is a global flag with the specified name.
	Scope: <none>
	Syntax:	has_global_flag = FLAGNAME
	
had_global_flag
	Comment: Returns true if the flag has been active for the specified amount of days or longer.
	Scope: <none>
	Syntax:	had_global_flag = { flag = FLAGNAME days = x } ( x = +-1...)
	
western_active
	Comment: Returns true if westernization has started.
	Scope: <none>
	Syntax:	western_active = yes
	
western_complete
	Comment: Returns true if westernization is complete.
	Scope: <none>
	Syntax:	western_complete = yes
	
western
	Comment: Returns true if the province is western.
	Scope: Province
	Syntax:	western = yes
	
and
	Comment: Boolean container trigger.
	Scope: <none>
	Syntax:	AND = {}
	
hidden_tooltip
	Comment: If you want something to not show up in the tooltip you use this. 
	For example: if you want to add a hidden character modifier you must place it inside the brackets of the hidden tooltip.
	Scope: All
	Syntax:	hidden_tooltip = {}

or
	Comment: Boolean container trigger. If you place several different triggers inside OR = {}, then if one of them returns true the event will fire. 
	OBS! If there's any other triggers outside of OR = {} they too must return true for the event to fire.
	Scope: <none>
	Syntax:	OR = {}
not
	Comment: Boolean container trigger.
	Scope: <none>
	Syntax:	NOT = {}

year
	Comment: Returns true if it is the specified year or after the specified year.
	Scope: <none>
	Syntax:	year = x ( x = 1467 - 1620)
	
month
	Comment: Returns true if it is the specified month or after the specified month.
	Scope: <none>
	Syntax:	month = x ( x = 1 - 12)
	
is_alive
	Comment: Returns true if the character is alive.
	Scope: Character
	Syntax:	is_alive = yes
	
is_landed
	Comment: Returns true if the character has a title.
	Scope: Character
	Syntax:	is_landed = yes
	
is_councillor
	Comment: Returns true if the character is a councillor, e.g has a job title.
	Scope: Character
	Syntax:	is_councillor = yes

character
	Comment: Returns true if the character in the present scope is equal to SCOPE.
	Scope: Character
	Syntax:	character = SCOPE (ROOT, THIS, FROM, PREV)
	
has_objective
	Comment: Returns true if the character has the specified objective. All current objectives can be found in ...\common\objectives.txt.
	Scope: Character
	Syntax:	has_objective = OBJECTIVE
	
war
	Comment: Returns true if the character is at war with anyone.
	Scope: Character
	Syntax:	war = yes
	
revolt_risk
	Comment: Returns true if the revolt risk is the specified value or above it.
	Scope: Province
	Syntax:	revolt_risk = x ( x = +-1...)
	
port
	Comment: Returns true if the province borders a sea province.
	Scope: Province
	Syntax:	port = yes
	
owned_by
	Comment: Returns true if the province is owned by the specified character.
	Scope: Province
	Syntax:	owned_by = SCOPE (ROOT, THIS, FROM, PREV)
	
owned_by_rebels
	Comment: Returns true if the province is owned by the specified rebel type.
	Scope: Province
	Syntax:	owned_by_rebels = REBEL_TYPES ( Replace with any of the below listed rebel types)
	
	REBEL_TYPES:
	SHINTO
	BUDDHIST
	CHRISTIAN
	IKKOIKKI

opinion
	Comment: Scope must be replaced with either of these: ROOT, THIS, FROM or PREV. This trigger checks what someone thinks about who = SCOPE.
	Scope: Character
	Syntax:	opinion = { who = SCOPE value = x } ( x = +-1...)
	
their_opinion
	Comment: Scope must be replaced with either of these: ROOT, THIS, FROM or PREV. This trigger checks what who = SCOPE thinks about another character.
	Scope: Character
	Syntax:	their_opinion = { who = SCOPE value = x } ( x = +-1...)
	
has_siege
	Comment: Returns true if the province is besieged.
	Scope: Province
	Syntax:	has_siege = yes
	
has_province_flag
	Comment: Returns true if the province has the specified province flag.
	Scope: Province
	Syntax:	has_province_flag = PROVINCE_FLAG
	
has_character_flag
	Comment: Returns true if the character has the specified character flag.
	Scope: Character
	Syntax:	has_character_flag = CHARACTER_FLAG
	
has_province_modifier
	Comment: Returns true if the province has the specified province modifier. All current province modifiers can be found in ...\common\event_modifiers. Replace PROVINCE_MODIFIER with any of the listed province modifiers.
	Scope: Province 
	Syntax:	has_province_modifier = PROVINCE_MODIFIER
	
has_character_modifier
	Comment: Returns true if the character has the specified character modifier. All current character modifiers can be found in ...\common\event_modifiers. Replace CHARACTER_MODIFIER with any of the listed character modifiers.
	Scope: Character
	Syntax:	has_character_modifier = CHARACTER_MODIFIER
	
has_building
	Comment: All buildings can be found in ...\common\buildings.txt. Replace BUILDING with any of the listed buildings.
	Scope: Province
	Syntax:	has_building = BUILDING
	
monthly_income
	Comment: Returns true if the character has the specified value or above.
	Scope: Character
	Syntax:	monthly_income = x ( x = +-1...)
	
war_with
	Comment: Returns true if the character is at war with the specified character. Most often used in another character scope, for example any_independent_neighbor.
	Scope: Character
	Syntax:	war_with = SCOPE (ROOT, THIS, FROM, PREV)
	
trait
	Comment: Returns true if the character has the specified trait. A full list of available traits can be found in ...\common\traits.txt.
	Scope: Character
	Syntax:	trait = TRAIT
	
ruled_years
	Comment: Returns true if the years the character has ruled equals or exceeds the specified value.
	Scope: Character
	Syntax:	ruled_years = x ( x = +-1...)
	
num_of_children
	Comment: Returns true if the character has x or more children.
	Scope: Character
	Syntax:	num_of_children = x ( x = +-1...)
	
personality_traits
	Comment: Returns true if the character has x or more personality traits.
	Scope: Character
	Syntax:	personality_traits = x ( x = +-1...)
	
congenital_traits
	Comment: Returns true if the character has x or more congenital traits.
	Scope: Character
	Syntax:	congenital_traits = x ( x = +-1...)
	
lifestyle_traits
	Comment: Returns true if the character has x or more lifestyle traits.
	Scope: Character
	Syntax:	lifestyle_traits = x ( x = +-1...)
	
health_traits
	Comment: Returns true if the character has x or more health traits.
	Scope: Character
	Syntax:	health_traits = x ( x = +-1...)
	
num_traits
	Comment: Returns true if the character has x or more traits.
	Scope: Character
	Syntax:	num_traits = x ( x = +-1...)

martial
	Comment: Returns true if the character's martial equals or exceedes the specified number (x).
	Scope: Character
	Syntax:	martial = x ( x = +-1...)
	
diplomacy
	Comment: Returns true if the character's diplomacy equals or exceedes the specified number (x).
	Scope: Character
	Syntax:	diplomacy = x ( x = +-1...)
	
intrigue
	Comment: Returns true if the character's intrigue equals or exceedes the specified number (x).
	Scope: Character
	Syntax:	intrigue = x ( x = +-1...)
	
check_variable
	Comment: Returns true if the variable exists and its value is x (must check if it's equal or bigger than).
	Scope:  <none>
	Syntax:	check_variable = { which = VARIABLE_NAME value = x }

sibling
	Comment: Returns true if the character is a sibling to ROOT. This is most often used inside a character scope switch, for example any_courtier.
	Scope: Character
	Syntax:	sibling = yes
	
wealth
	Comment: Returns true if the wealth of a character equals or exceeds the specified number (x).
	Scope: Character
	Syntax:	wealth = x ( x = +-1...)
	
treasury
	Comment: Returns true if the treasury contains x or more gold.
	Scope: Character
	Syntax:	treasury = x ( x = +-1...)
	
arquebus
	Comment: Returns true if the amount of arquebuses equals or exceeds the specified number (x).
	Scope: Province
	Syntax:	arquebus = x ( x = +-1...)
	
health
	Comment: Returns true if the health of a character equals or exceedes x.
	Scope: Character
	Syntax:	health = x ( x = +-1...)
	
fertility
	Comment: Returns true if the fertility of a character equals or exceedes x.
	Scope: Character
	Syntax:	fertility = x ( x = +-1...)
	
honor
	Comment: Returns true if the honor of a character equals or exceedes x.
	Scope: Character
	Syntax:	honor = x ( x = +-1...)
	
is_mother
	Comment: Returns true if the character is ROOT's mother. This is most often used inside a character scope switch, for example any_courtier.
	Scope: Character
	Syntax:	is_mother = yes
	
is_father
	Comment: Returns true if the character is ROOT's father. This is most often used inside a character scope switch, for example any_courtier.
	Scope: Character
	Syntax:	is_father = yes
	
is_liege
	Comment: Returns true if the character a liege.
	Scope: Character
	Syntax:	is_liege = yes
	
is_female
	Comment: Returns true if the character is female.
	Scope: Character
	Syntax:	is_female = yes
	
age
	Comment: Returns true if the character's age equals or exceeds the specified number (x).
	Scope: Character
	Syntax:	age = x ( x = +-1...)
	
dynasty	
	Comment: Returns true if the character is the same dynasty as the specified character. This is most often used inside a character scope switch, for example any_courtier.
	Scope: Character
	Syntax:	dynasty = SCOPE (ROOT, THIS, FROM, PREV)
	
family
	Comment: Returns true if the character is in the same family as the specified character. This is most often used inside a character scope switch, for example any_courtier.
	Scope: Character
	Syntax:	family = yes
	
in_command
	Comment: Returns true if the character is in command.
	Scope: Character
	Syntax:	in_command = yes

is_ruler
	Comment: Returns true if the character is a ruler.
	Scope: Character
	Syntax: is_ruler = yes
	
is_playable
	Comment: Returns true for player controlled characters.
	Scope: Character
	Syntax:	is_playable = yes
	
independent
	Comment: Returns true if the character is a clan leader.
	Scope: Character
	Syntax:	independent = yes
	
is_primary_heir
	Comment: Returns true if the character is the primary heir.
	Scope: Character
	Syntax:	is_primary_heir = yes
	
num_of_traits
	Comment: Returns true if the character's number of traits equals or exceeds the specified number (x).
	Scope: Character
	Syntax:	num_of_traits = x ( x = +-1...)
	
is_married
	Comment: Returns true if the character is married.
	Scope: Character
	Syntax:	is_married = yes
	
province_id
	Comment: Returns true if the province has the specified province id.
	Scope:	Province
	Syntax:	province_id = x ( x = 1 - 360)
	
ai
	Comment: Returns true if the character is controlled by the ai.
	Scope: Character
	Syntax:	ai = yes	
	
at_location
	Comment: Returns true if the character is at the same location as SCOPE.
	Scope:	Province
	Syntax:	at_location = SCOPE (ROOT, THIS, FROM, PREV)
	
has_more_wealth_than_ruler
	Comment: Returns true if the character has more wealth than his ruler.
	Scope: Character
	Syntax:	has_more_wealth_than_ruler = yes
	
from_ruler_dynasty
	Comment: Returns true if the character is from the same dynasty as his ruler.
	Scope: Character
	Syntax:	from_ruler_dynasty = yes
	
has_job_title
	Comment: Only councillors have job titles and you cannot play as one. The events won't show up for a playable character.
	You can, however, check to see if one of your courtiers has any job title. Use scope change any_courtier and random_courtier.
	Scope: Character
	Syntax:	has_job_title = JOB_TITLE ( Replace with any of the below listed job titles)
	
	JOB_TITLE:
	job_master_of_the_guard
	job_master_of_ceremonies
	job_master_of_arms
	
has_job_action
	Comment: Only councillors have job actions and you cannot play as one, so then the events won't show up for a playable character.
	You can, however, change scope and see if one of your councillors has any of the listed job actions. See Sengoku Scopes for all scope changes.
	Scope: Character
	Syntax:	has_job_action = JOB_ACTION ( Replace with any of the below listed job actions)
	
	JOB_ACTION:
	action_improve_relations
	action_improve_village
	action_squeeze_peasants
	action_improve_castle
	action_restore_order
	action_improve_guilds 
	action_sow_dissent
	
is_pretender
	Comment: Returns true if the character is a pretender.
	Scope: Character
	Syntax:	is_pretender = yes
	
civil_war
	Comment: Returns true if the character is in a civil war.
	Scope: Character
	Syntax:	civil_war = yes
	
num_of_plot_backers
	Comment: Returns true if the amount of plot backers equals or exceeds the specified number (x).
	Scope: Character
	Syntax:	num_of_plot_backers = x ( x = +-1...)
	
plot_power
	Comment: Returns true if the plot power equals or exceeds the specified number (x).
	Scope: Character
	Syntax:	plot_power = x ( 0.01 - 1)
	
is_plot_target_of
	Comment: Returns true if the character is the plot target of another character.
	Scope: Character
	Syntax:	is_plot_target_of = SCOPE ( PREV, ROOT, FROM, THIS)

education_traits
	Comment: Returns true if the amount of education traits equals or exceeds the specified number (x).
	Scope: Character
	Syntax:	education_traits = x ( x = +-1...)
	
has_opinion_modifier
	Comment: Returns true if the character has the specified opinion modifier. All opinion modifiers can be found in ...\common\opinion_modifiers.txt.
	Scope: Character
	Syntax:	has_opinion_modifier = { who = ROOT modifier = OPINION_MODIFIER }
	
shinto_relation
	Comment: Returns true if the relations with the shinto faction equals or exceeds the specified number (x).
	Scope: Character
	Syntax:	shinto_relation = x ( x = +-1...)
	
christian_relation
	Comment: Returns true if the relations with the christian faction equals or exceeds the specified number (x).
	Scope: Character
	Syntax:	christian_relation = x ( x = +-1...)
	
buddhist_relation
	Comment: Returns true if the relations with the buddhist faction equals or exceeds the specified number (x).
	Scope: Character
	Syntax:	buddhist_relation = x ( x = +-1...)
	
has_sided_with_faction
	Comment: Returns true if the character has sided with the specified faction.
	Scope: Character
	Syntax:	has_sided_with_faction = FACTION (Replace FACTION with shinto, buddhist or christian)
	
is_faction_leader
	Comment: Returns true if the character is faction leader.
	Scope: Character
	Syntax:	is_faction_leader = yes
	
num_demesne_provinces
	Comment: Returns true if the number of demesne provinces equals or exceeds the specified number (x).
	Scope: Character
	Syntax:	num_demesne_provinces = x ( x = +-1...)
	
civil_war_power
	Scope: Character
	Syntax:	civil_war_power = x ( x = +-0.1...)
	
relative_power
	Comments: Returns true if the relative power equals or exceeds the specified value (x). Most often used in another character scope, for example any_independent_neighbor.
	Scope: Character
	Syntax:	relative_power = { 
				who = ROOT
				value = x ( x = +-0.1...)
			}
Sengoku Scopes:
Code:
### These are used in triggers ###
any_neighbor
	Comment: Changes the scope to any neighbour.
	Scope: Character Scope
	Syntax:	any_neighbor = {}
	
any_independent_neighbor
	Comment: Changes the scope to any independent neighbour.
	Scope: Character Scope
	Syntax:	any_independent_neighbor = {}
	
any_clan_member
	Comment: Changes the scope to any clan member.
	Scope: Character
	Syntax:	any_clan_member = {}
	
any_courtier
	Comment: Changes the scope to any courtier.
	Scope: Character
	Syntax:	any_courtier = {}
	
any_plot_backer
	Comment: Changes the scope to any plot backer.
	Scope: Character
	Syntax:	any_plot_backer
	
any_backed_character
	Comment: Changes the scope to any backed character.
	Scope: <none>
	Syntax:	any_backed_character = {}
	
any_child
	Comment: Changes the scope to any child.
	Scope: Character
	Syntax:	any_child = {}
	
any_sibling
	Comment: Changes the scope to any sibling.
	Scope: Character
	Syntax:	any_sibling = {}
	
any_rival
	Comment: Changes the scope to any rival (opinion lower than...).
	Scope: Character
	Syntax:	any_rival = {}
	
any_friend
	Comment: Changes the scope to any friend (opinion more than...).
	Scope: Character
	Syntax: any_friend = {}

any_neighbor_province
	Comment: Changes the scope to any neighbour province.
	Scope: Province
	Syntax:	any_neighbor_province = {}
	
any_kori_in_kuni
	Comment: Changes the scope to any kori in kuni.
	Scope: Province
	Syntax:	any_kori_in_kuni = {}
	
any_demesne_province
	Comment: Changes the scope to any demesne province.
	Scope: Province
	Syntax:	any_demesne_province = {}
	
any_realm_province
	Comment: Changes the scope to any realm province.
	Scope: Province
	Syntax:	any_realm_province = {}
	
any_demesne_title
	Comment: Changes the scope to any demesne title
	Scope: Province
	Syntax:	any_demesne_title = {}
	
any_realm_title
	Comment: Changes the scope to any realm title
	Scope: Province
	Syntax:	any_realm_title = {}
	
any_character
	Comment: Changes the scope to any character.
	Scope: Character
	Syntax:	any_character = {}
	
any_dynasty_member
	Comment: Changes the scope to any dynasty member.
	Scope: Character
	Syntax:	any_dynasty_member = {}
	
plot_target
	Comment: Changes the scope to plot target.
	Scope: Character
	Syntax:	plot_target = {}
	
any_direct_vassal
	Comment: Changes the scope to any direct vassal.
	Scope: Character
	Syntax:	any_direct_vassal = {}

### These are used in effects ###
random_direct_vassal
	Comment:Character the scope to random direct vassal.
	Scope: <none>
	Syntax: random_direct_vassal = {}
	
any_direct_vassal
	Comment: Changes the scope to any direct vassal.
	Scope: Character
	Syntax: any_direct_vassal = {}
	
any_character
	Comment: Changes the scope to any character.
	Scope: Character
	Syntax: any_character = {}
	
random_character
	Comment: Changes the scope to a random character.
	Scope: Character
	Syntax: random_character = {}
	
random_sibling
	Comment: Changes the scope to a random sibling.
	Scope: Character
	Syntax: random_sibling = {}
	
random_child
	Comment: Changes the scope to a random child.
	Scope: Character
	Syntax: random_child = {}
	
random_vassal
	Comment: Changes the scope to a random vassal.
	Scope: Character
	Syntax: random_vassal = {}
	
random_courtier
	Comment: Changes the scope to a random courtier.
	Scope: Character
	Syntax: random_courtier = {}
	
any_neighbor_province
	Comment: Changes the scope to any neighbor province.
	Scope: Province
	Syntax: any_neighbor_province = {}
	
any_kori_in_kuni	
	Comment: Changes the scope to any kori in kuni.
	Scope: Province
	Syntax: any_kori_in_kuni = {}
	
random_neighbor_province
	Comment: Changes the scope to a random neighbor province.
	Scope: Province
	Syntax: random_neighbor_province = {}
	
random_kori_in_kuni
	Comment: Changes the scope to a random kori in kuni.
	Scope: Province
	Syntax: random_kori_in_kuni = {}
	
random_garrisoned_province
	Comment: Changes the scope to a random garrisoned province.
	Scope: Province
	Syntax: random_garrisoned_province = {}

any_child
	Comment: Changes the scope to any child.
	Scope: Character
	Syntax: any_child = {}
	
any_plot_backer
	Comment: Changes the scope to any plot backer.
	Scope: Character
	Syntax: any_plot_backer = {}
	
any_backed_character
	Comment: Changes the scope to any backed character.
	Scope: Character
	Syntax: any_backed_character = {}
	
any_sibling
	Comment: Changes the scope to any sibling.
	Scope: Character
	Syntax: any_sibling = {}
	
any_courtier
	Comment: Changes the scope to any courtier.
	Scope: Character
	Syntax: any_courtier = {}
	
random_plot_backer
	Comment: Changes the scope to a random plot backer.
	Scope: Character
	Syntax: random_plot_backer = {}
	
random_backed_character
	Comment: Changes the scope to a random backed character.
	Scope: Character
	Syntax: random_backed_character = {}
	
random_neighbor
	Comment: Changes the scope to a random neighbor.
	Scope: Character
	Syntax: random_neighbor = {}
	
random_independent_neighbor
	Comment: Changes the scope to a random independent neighbor.
	Scope: Character
	Syntax: random_independent_neighbor = {}
	
random_clan_member
	Comment: Changes the scope to a random clan member.
	Scope: Character
	Syntax: random_clan_member = {}
Sengoku Effects:
Code:
set_global_flag
	Comment: Set a global flag to indicate that certain criteria have been met.
	Scope: <none>
	Syntax: set_global_flag = FLAGNAME
	
clr_global_flag
	Comment: Remove a global flag.
	Scope: <none>
	Syntax: clr_global_flag = FLAGNAME
	
treasury
	Comment: Add or remove a sum of gold.
	Scope: Character
	Syntax: treasury = x ( x = +-1...)
	
wealth
	Comment: Add or remove a sum of gold.
	Scope: Character
	Syntax: wealth = x ( x = +-1...)
	
arquebus
	Comment: Add or remove an amount of arquebuses.
	Scope: Province
	Syntax: arquebus = x ( x = +-1...)
	
civil_war
	Comment: Starts a civil war.
	Scope: Character
	Syntax: civil_war = SCOPE (FROM, THIS, PREV, ROOT)
	
add_province_modifier
	Comment: Adds a province modifier. 
	Remember: Add the name of the modifier and the effect to ...\common\event_modifiers: MODIFIER_NAME = { EFFECT = x (for example: build_cost = 0.01) }
	Scope: Province
	Syntax: add_province_modifier = { name = MODIFIER_NAME duration = x } 
	
add_character_modifier
	Comment: Adds a character modifier. 
	Remember: Add the name of the modifier and the effect to ...\common\event_modifiers: MODIFIER_NAME = { EFFECT = x (for example: monthly_character_honor = 0.01) }
	Scope: Character
	Syntax:  add_character_modifier = { name = MODIFIER_NAME duration = x } 
	
add_inherited_modifier
	Comment: Adds a inherited character modifier. 
	Remember: Add the name of the modifier and the effect to ...\common\event_modifiers: MODIFIER_NAME = { EFFECT = x (for example: monthly_character_honor = 0.01) }
	Scope: Character
	Syntax: add_inherited_modifier = { name = MODIFIER_NAME duration = x } 
	
set_province_flag
	Comment: Set a flag for a province to indicate that certain criteria have been met.
	Scope: Province
	Syntax: set_province_flag = FLAGNAME
	
clr_province_flag
	Comment: Remove a province flag.
	Scope: Province
	Syntax: clr_province_flag = FLAGNAME
	
set_character_flag
	Comment: Set a flag for a character to indicate that certain criteria have been met.
	Scope: Character
	Syntax: set_character_flag = FLAGNAME
	
clr_character_flag
	Comment: Remove a character flag.
	Scope: Character
	Syntax: clr_character_flag = FLAGNAME
	
spawn_rebels
	Comment: Will spawn rebels of a certain rebel type. All rebel types can be found in ...\common\rebel_types.txt
	Scope: Province
	Syntax: spawn_rebels = {
			type = REBEL_TYPE
			size = x ( x = +-1...)
		}

add_building
	Comment: Adds a building to the province. All buildings can be found in ...\common\buildings.txt.
	Scope: Province
	Syntax: add_building = BUILDING_NAME
	
remove_building
	Comment: Removes a building in the province. All buildings can be found in ...\common\buildings.txt.
	Scope: Province
	Syntax: remove_building = BUILDING_NAME

add_city_level
	Comment: Adds or lowers  a city level.
	Scope: Province
	Syntax: add_city_level = x (x = +-1...)
	
add_castle_level
	Comment: Adds or lowers a castle level.
	Scope: Province
	Syntax: add_castle_level = x (x = +-1...)
	
opinion
	Comment: Changes opinion (relation) of another character.
	REMEMBER: Add OPINION_NAME and effect to ...\common\opinion_modifiers.txt.
	Scope: Character
	Syntax: opinion = { modifier = OPINION_NAME who = SCOPE years = x } (FROM, THIS, ROOT, PREV) ( x = +-1...)
	
reverse_opinion
	Comment: Changes another characters opinion (relation).
	Scope: Character
	Syntax: reverse_opinion = { modifier = OPINION_NAME who = SCOPE years = x } (FROM, THIS, ROOT, PREV) ( x = +-1...)
	
remove_opinion
	Comment: Removes an opinion modifier.
	Scope: Character
	Syntax: remove_opinion = { modifier = OPINION_NAME who = SCOPE years = x } (FROM, THIS, ROOT, PREV) ( x = +-1...)
	
reverse_remove_opinion
	Comment: Removes another characters opinion modifier.
	Scope: Character
	Syntax: reverse_remove_opinion = { modifier = OPINION_NAME who = SCOPE years = x } (FROM, THIS, ROOT, PREV) ( x = +-1...)
	
move_character
	Comment: Moves a character to another location.
	Scope: Character
	Syntax: move_character = PROVINCEID
	
set_variable
	Comment: Creates a new variable and assigns it the specified value	
	Scope: <none>
	Syntax: set_variable = {
				which = variable_name 
				value = x			(x = +-1..)
			}
	
change_variable
	Comment: Increases or decreases the value of an existing variable	
	Scope: Province
	Syntax:	change_variable = 	{
				which = variable_name 
				value = x		(x = +-1..)
			}
	
war
	Comment: Starts a war with a selected character.
	Scope: Character
	Syntax: war = yes
	
change_martial
	Comment: Changes a characters martial.
	Scope: Character
	Syntax: change_martial = x (x = +-1..)
	
change_diplomacy
	Comment: Changes a characters diplomacy.
	Scope: Character
	Syntax: change_diplomacy = x (x = +-1..)
	
change_intrigue
	Comment: Changes a characters intrigue.
	Scope: Character
	Syntax: change_intrigue = x (x = +-1..)
	
add_trait
	Comment: Adds a trait to a character. All traits can be found in ...common\traits.txt.
	Scope: Character
	Syntax: add_trait = TRAITNAME
	
death
	Comment: Kills a character.
	Scope: Character
	Syntax: death = yes
	
add_spouse
	Comment: Adds a spouse. Mostly used in another character's scope, for example any_courtier.
	Scope: Character
	Syntax: add_spouse = SCOPE (FROM, THIS, PREV, ROOT)
	
remove_spouse
	Comment: Removes a spouse. Mostly used in another character's scope, for example any_courtier.
	Scope: Character
	Syntax: remove_spouse = SCOPE (FROM, THIS, PREV, ROOT)
	
cancel_job_action
	Comment: Cancels a job action
	Scope: Character
	Syntax: cancel_job_action = JOB_ACTION
	
	JOB_ACTION:
	action_improve_relations
	action_improve_village
	action_squeeze_peasants
	action_improve_castle
	action_restore_order
	action_improve_guilds 
	action_sow_dissent
	
remove_trait
	Comment: Removes a trait. All traits can be found in ...common\traits.txt.
	Scope: Character
	Syntax: remove_trait = TRAITNAME
	
remove_province_modifier
	Comment: Removes a province modifier.
	Remember: Add the name of the modifier and the effect to ...\common\event_modifiers: MODIFIER_NAME = { EFFECT = x (for example: build_cost = 0.01) }
	Scope: Character
	Syntax: remove_province_modifier = MODIFIER_NAME
	
remove_character_modifier
	Comment: Removes a character modifier.
	Remember: Add the name of the modifier and the effect to ...\common\event_modifiers: MODIFIER_NAME = { EFFECT = x (for example: build_cost = 0.01) }
	Scope: Character
	Syntax: remove_character_modifier = MODIFIER_NAME
	
province_event
	Comment: Triggers a province event.
	Scope: Province
	Syntax: province_event = { id = IDNUMBER days = x tooltip = "EVTTOOLTIPIDNUMBER" }
	
character_event
	Comment: Triggers a character event.
	Scope: Character
	Syntax: character_event = { id = IDNUMBER days = x tooltip = "EVTTOOLTIPIDNUMBER" }
	
narrative_event
	Comment: Triggers a narrative event.
	Scope: Character
	Syntax: narrative_event = { id = IDNUMBER days = x tooltip = "EVTTOOLTIPIDNUMBER" }
	
letter_event
	Comment: Triggers a letter event.
	Scope: Character
	Syntax: letter_event = { id = IDNUMBER days = x tooltip = "EVTTOOLTIPIDNUMBER" }
	
health
	Comment: Changes the health of a character.
	Scope: Character
	Syntax: health = x ( x = +-1...)
	
honor
	Comment: Changes the honor of a character.
	Scope: Character
	Syntax: honor = x ( x = +-1...)
	
execute_plot
	Comment: Executes a plot. Mostly used in ...\decisions\plot.decisions.txt
	Scope: Character
	Syntax: execute_plot = yes
	
random
	Comment: Gives a random chance for something to happen. Example: character_events, add_trait, honor or modifiers of some sort.
	Scope: <none>
	Syntax: random = {
				chance = x (x = 1 - 100)
				EFFECT
			}
	
random_list
	Comment: Allows to have an event where any of a number of things can happen, depending on the odds given. Percentage chance.
	Scope: Province/Character
	Syntax: random_list = {
				[odds1] = { [effect1] }
				[odds2] = { [effect2] }
				...
			}

back_plot
	Comment: Join another character's plot.
	Scope: <none>
	Syntax: back_plot = yes
	
reverse_back_plot
	Comment: A selected character joins your plot. Use scope changes!
	Scope: <none>
	Syntax: reverse_back_plot = yes
	
leave_plot
	Comment: Leave a plot.
	Scope: <none>
	Syntax: leave_plot = yes
	
reverse_leave_plot
	Comment: A selected character leaves your plot.
	Scope: <none>
	Syntax: reverse_leave_plot = yes
	
reveal_plot
	Comment: Reveal a plot.
	Scope: Province
	Syntax: reveal_plot = yes
	
add_construction_time
	Comment: Increases or decreases construction time.
	Scope: Province
	Syntax: add_construction_time = x (x = +-1...)
	
revolt_risk
	Comment: Increases or decreases revolt risk.
	Scope: Province
	Syntax: revolt_risk = x ( x = +-1...)
	
if
	Comment: If the limits are met then something happens.
	Scope: <none>
	Syntax: if = {
				limit = { [condition to be met] }
			}
	
add_objective
	Comment: Adds a specified objective to a character. All current objectives can be found in ...\common\objectives.txt.
	Scope: <none>
	Syntax: add_objective = OBJECTIVE
	
cancel_objective
	Comment: Cancel a character's objective. All current objectives can be found in ...\common\objectives.txt.
	Scope: <none>
	Syntax: cancel_objective = OBJECTIVE
Sengoku Modifiers:
Code:
levy_size
	Comment: Changes the levy size.
	Syntax: levy_size = x (x = +-1...)
	
minimum_revolt_risk
	Comment: Changes the minimum revolt risk.
	Syntax: minimum_revolt_risk = x (x = +-1...)
	
local_revolt_risk 
	Comment: Changes the local revolt risk.
	Syntax: local_revolt_risk = x (x = +-1...)
	
global_revolt_risk
	Comment: Changes the global revolt risk.
	Syntax: global_revolt_risk = x (x = +-1...)
	
tax_income 
	Comment: Changes the tax income of a province.
	Syntax: tax_income = x (x = +-1...)
	
local_tax_modifier
	Comment: Changes local tax modifier.
	Syntax: local_tax_modifier = x (x = +-1...)
	
global_tax_modifier
	Comment: Changes global tax modifier.
	Syntax: global_tax_modifier = x (x = +-1...)
	
land_morale
	Comment: Changes land morale.
	Syntax: land_morale = x (x = +-1...)
	
land_forcelimit_modifier
	Comment: Changes land forcelimit modifier
	Syntax: land_forcelimit_modifier = x (x = +-1...)
	
attrition
	Comment: Changes attrition
	Syntax: attrition = x (x = +-1...)
	
max_attrition
	Comment: Changes max attrition
	Syntax: max_attrition = x (x = +-1...)
	
supply_limit
	Comment: Changes supply limit
	Syntax: supply_limit = x (x = +-1...)

local_regiment_recruit_speed
	Comment: Changes local regiment recruit speed
	Syntax: local_regiment_recruit_speed = x (x = +-1...)
	
local_defensive
	Comment: Changes local defensive
	Syntax: local_defensive = x (x = +-1...)
	
global_defensive
	Comment: Changes global defensive
	Syntax: global_defensive = x (x = +-1...)
	
monthly_character_honor
	Comment: Changes the amount of honor the character gains each month.
	Syntax: monthly_character_honor = x (x = +-0.1...)
	
intrigue_missions
	Comment: Changes intrigue missions.
	Syntax: intrigue_missions = x (x = +-0.1...)
	
maintenance_cost
	Comment: Changes maintenance cost.
	Syntax: maintenance_cost = x (x = +-0.1...)
	
martial
	Comment: Changes a characters martial.
	Syntax: martial = x (x = +-1...)
	
intrigue
	Comment: Changes a characters intrigue.
	Syntax: intrigue = x (x = +-1...)
	
diplomacy
	Comment: Changes a characters diplomacy.
	Syntax: diplomacy = x (x = +-1...)
	
fertility
	Comment: Changes a characters fertility.
	Syntax: fertility = x (x = +-1...)
	
health
	Comment: Changes a characters health.
	Syntax: health = x (x = +-1...)
	
infantry_levy
	Comment: Changes the infantry levy.
	Syntax: infantry_levy = x (x = +-1...)
	
infantry_morale
	Comment: Changes infantry morale.
	Syntax: infantry_morale = x (x = +-1...)
	
infantry_fire
	Comment: Changes infantry fire.
	Syntax: infantry_fire = x (x = +-1...)
	
infantry_shock
	Comment: Changes infantry shock.
	Syntax: infantry_shock = x (x = +-1...)
	
cavalry_levy
	Comment: Changes cavalry_levy.
	Syntax: cavalry_levy = x (x = +-1...)
	
cavalry_morale
	Comment: Changes cavalry morale.
	Syntax: cavalry_morale = x (x = +-1...)
	
cavalry_fire
	Comment: Changes cavalry fire.
	Syntax: cavalry_fire = x (x = +-1...)
	
cavalry_shock
	Comment: Changes cavalry shock.
	Syntax: cavalry_shock = x (x = +-1...)
	
artillery_levy
	Comment: Changes artillery levy.
	Syntax: artillery_levy = x (x = +-1...)
	
artillery_morale
	Comment: Changes artillery morale.
	Syntax: artillery_morale = x (x = +-1...)
	
artillery_fire
	Comment: Changes artillery fire.
	Syntax: artillery_fire = x (x = +-1...)
	
artillery_shock
	Comment: Changes artillery shock.
	Syntax: artillery_shock = x (x = +-1...)
	
local_movement_speed
	Comment: Changes local movement speed.
	Syntax: local_movement_speed
	
levy_reinforce_speed
	Comment: Changes levy reinforce speed.
	Syntax: levy_reinforce_speed = x (x = +-1...)
	
global_levy_reinforce_speed
	Comment: Changes global levy reinforce speed.
	Syntax: global_levy_reinforce_speed = x (x = +-1...)
	
retinue_reinforce_speed
	Comment: Changes retinue reinforce speed.
	Syntax: retinue_reinforce_speed = x (x = +-1...)
	
leader_morale
	Comment: Changes leader morale.
	Syntax: leader_morale = x (x = +-1...)
	
leader_shock
	Comment: Changes leader shock.
	Syntax: leader_shock = x (x = +-1...)
	
leader_fire
	Comment: Changes leader fire.
	Syntax: leader_fire = x (x = +-1...)
	
leader_siege
	Comment: Changes leader siege.
	Syntax: leader_siege = x (x = +-1...)
	
leader_maneuver
	Comment: Changes leader maneuver.
	Syntax: leader_maneuver = x (x = +-1...)
	
shinto_relation
	Comment: Changes relation with the shinto faction.
	Syntax: shinto_relation = x (x = +-1...)
	
buddhist_relation
	Comment: Changes relation with the buddhist faction.
	Syntax: buddhist_relation = x (x = +-1...)
	
christian_relation
	Comment: Changes relation with the christian faction.
	Syntax: christian_relation = x (x = +-1...)
	
force_limit
	Comment: Changes force limit.
	Syntax: force_limit = x (x = +-1...)
	
ninja_recruitment_chance
	Comment: Changes ninja recruitment chance.
	Syntax: ninja_recruitment_chance = x (x = +-1...)
	
musket_value
	Comment: Changes musket value.
	Syntax: musket_value = x (x = +-1...)
	
mercenary_chance
	Comment: Changes mercenary chance.
	Syntax: mercenary_chance = x (x = +-1...)