#[non_exhaustive]pub enum Item {
Show 422 variants
Accessory,
AccessoryTag,
AccessoryVariation,
AccessoryVariationLayout,
AccessoryVariationTextures,
Achievement,
AchievementGroup,
Asset,
BlendShape,
CharacterInteraction,
Coa,
CoaColorList,
CoaColoredEmblemList,
CoaDesignerColorPalette,
CoaDesignerColoredEmblem,
CoaDesignerEmblemLayout,
CoaDesignerPattern,
CoaPatternList,
CoaTemplate,
CoaTemplateList,
CoaTexturedEmblemList,
Culture,
CustomLocalization,
Decision,
Define,
Directory,
Dlc,
DlcFeature,
DlcName,
EffectLocalization,
Entity,
Entry,
Ethnicity,
Event,
EventNamespace,
File,
Font,
Fontfiles,
GameConcept,
GameRule,
GameRuleSetting,
GeneAgePreset,
GeneAttribute,
GeneCategory,
GovernmentType,
GuiLayer,
GuiTemplate,
GuiType,
LawGroup,
Localization,
MapEnvironment,
MapMode,
Modifier,
Music,
MusicPlayerCategory,
NamedColor,
OnAction,
Pdxmesh,
PortraitAnimation,
PortraitCamera,
PortraitEnvironment,
PortraitModifierGroup,
PortraitModifierPack,
Province,
Religion,
ScriptedEffect,
ScriptedGui,
ScriptedList,
ScriptedModifier,
ScriptedRule,
ScriptedTrigger,
ScriptValue,
Shortcut,
Sound,
Terrain,
TextFormat,
TextIcon,
TextureFile,
TriggerLocalization,
WidgetName,
Building,
CharacterTemplate,
CharacterTrait,
Country,
DeathReason,
Dna,
EventTheme,
Law,
Message,
PopType,
Region,
SubjectType,
TutorialLesson,
TutorialLessonChain,
TutorialLessonStep,
Wargoal,
AccoladeCategory,
AccoladeIcon,
AccoladeName,
AccoladeParameter,
AccoladeType,
ActivityIntent,
ActivityLocale,
ActivityOption,
ActivityOptionCategory,
ActivityPhase,
ActivityPulseAction,
ActivityState,
ActivityType,
AiWarStance,
AgentType,
Amenity,
AmenitySetting,
ArtifactBlueprint,
ArtifactFeature,
ArtifactFeatureGroup,
ArtifactHistory,
ArtifactRarity,
ArtifactSlot,
ArtifactSlotType,
ArtifactTemplate,
ArtifactType,
ArtifactVisual,
Bookmark,
BookmarkGroup,
BookmarkPortrait,
BuildingFlag,
BuildingGfx,
CasusBelli,
CasusBelliGroup,
Catalyst,
ChallengeCharacter,
Character,
CharacterBackground,
CharacterInteractionCategory,
Climate,
ClothingGfx,
CoaGfx,
CoaDynamicDefinition,
CombatEffect,
CombatPhaseEvent,
CouncilPosition,
CouncilTask,
Countermeasure,
CountermeasureParameter,
CourtPosition,
CourtPositionCategory,
CourtSceneCulture,
CourtSceneGroup,
CourtSceneRole,
CourtSceneSetting,
CourtType,
CourtierGuestManagement,
CultureAesthetic,
CultureCreationName,
CultureEra,
CultureEthos,
CultureHeritage,
CultureHistory,
CultureParameter,
CulturePillar,
CultureTradition,
CultureTraditionCategory,
DangerType,
DecisionGroup,
DiarchyMandate,
DiarchyParameter,
DiarchyType,
Doctrine,
DoctrineCategory,
DoctrineParameter,
DomicileBuilding,
DomicileParameter,
DomicileType,
Dynasty,
DynastyLegacy,
DynastyPerk,
EpidemicType,
EpidemicDeathReason,
EventBackground,
EventEffect2d,
EventTransition,
Faction,
Faith,
FaithIcon,
FervorModifier,
Flavorization,
Focus,
GeneticConstraint,
GovernmentFlag,
GraphicalFaith,
GuestInviteRule,
GuestSubset,
GuestSystem,
HoldingFlag,
HoldingType,
HolySite,
HolySiteFlag,
Hook,
House,
HousePowerBonus,
HouseUnity,
HouseUnityParameter,
HouseUnityStage,
ImportantAction,
Innovation,
InnovationFlag,
Inspiration,
Language,
LawFlag,
LeaseContract,
LegendChapter,
LegendChronicle,
LegendProperty,
LegendSeed,
LegendType,
LegitimacyFlag,
LegitimacyType,
Lifestyle,
MartialCustom,
MemoryCategory,
MemoryType,
MenAtArms,
MenAtArmsBase,
MessageFilterType,
MessageGroupType,
ModifierFormat,
MottoInsert,
Motto,
NameEquivalency,
NameList,
Nickname,
OpinionModifier,
Perk,
PerkTree,
PlayableDifficultyInfo,
PointOfInterest,
PoolSelector,
PortraitType,
PrisonType,
ProvinceMapping,
Relation,
RelationFlag,
ReligionFamily,
RewardItem,
Scheme,
SchemePulseAction,
ScriptedAnimation,
ScriptedCost,
ScriptedIllustration,
Secret,
Sexuality,
Skill,
SpecialBuilding,
SpecialGuest,
Story,
Struggle,
StruggleHistory,
StrugglePhase,
StrugglePhaseParameter,
SuccessionAppointment,
SuccessionElection,
Suggestion,
TaskContractGroup,
TaskContractReward,
TaskContractType,
TaxSlotFlag,
TaxSlotObligation,
TaxSlotType,
Title,
TitleHistory,
TitleHistoryType,
Trait,
TraitCategory,
TraitFlag,
TraitPortraitModifier,
TraitTrack,
TravelOption,
UnitGfx,
VassalContract,
VassalContractFlag,
VassalObligationLevel,
VassalStance,
AcceptanceStatus,
AiStrategy,
Alert,
AlertGroup,
Approval,
Attitude,
BattleCondition,
BuildingGroup,
BuildingType,
BuyPackage,
CanalType,
CharacterRole,
CombatUnit,
CombatUnitExperienceLevel,
CombatUnitGroup,
CommanderOrder,
CommanderRank,
CompanyType,
CohesionLevel,
CountryCreation,
CountryFormation,
CountryRank,
CountryTier,
CountryType,
CultureGraphics,
Decree,
DiplomaticAction,
DiplomaticCatalyst,
DiplomaticCatalystCategory,
DiplomaticPlay,
DiscriminationTrait,
DynamicCompanyName,
DynamicCountryMapColor,
DynamicCountryName,
EventCategory,
FlagDefinition,
Goods,
GradientBorderSettings,
HarvestConditionType,
Ideology,
InfamyThreshold,
Institution,
InterestGroup,
InterestGroupTrait,
JournalEntry,
JournalEntryGroup,
LawType,
LegitimacyLevel,
Level,
LibertyDesireLevel,
MapLayer,
MapInteractionType,
MapNotificationType,
MediaAlias,
MilitaryFormationFlag,
MobilizationOption,
MobilizationOptionGroup,
ModifierTypeDefinition,
Objective,
ObjectiveSubgoal,
ObjectiveSubgoalCategory,
Party,
PoliticalLobby,
PoliticalLobbyAppeasement,
PoliticalMovement,
PoliticalMovementCategory,
PoliticalMovementPopSupport,
PopNeed,
PowerBlocCoaPiece,
PowerBlocIdentity,
PowerBlocMapTexture,
PowerBlocName,
Principle,
PrincipleGroup,
ProductionMethod,
ProductionMethodGroup,
ProposalType,
RelationsThreshold,
ScriptedButton,
ScriptedProgressBar,
ScriptedTest,
SecretGoal,
SocialClass,
SocialHierarchy,
StateRegion,
StateTrait,
Strata,
StrategicRegion,
Technology,
TechnologyEra,
TerrainKey,
TerrainLabel,
TerrainManipulator,
TerrainMask,
TerrainMaterial,
TransferOfPower,
Ambition,
AiPlanGoals,
Area,
CultureGroup,
CombatTactic,
Deity,
DeityCategory,
DiplomaticStance,
EconomicPolicy,
EventPicture,
GovernorPolicy,
GraphicalCultureType,
GreatWorkEffectTier,
GreatWorkEffect,
GreatWorkCategory,
GreatWorkMaterial,
GreatWorkModule,
GreatWorkTemplate,
Heritage,
Idea,
Invention,
InventionGroup,
LegionDistinction,
LevyTemplate,
Loyalty,
MilitaryTraditionTree,
MilitaryTradition,
Mission,
MissionTask,
Office,
Opinion,
PartyAgenda,
PartyType,
PostSetupCharacters,
Price,
ProvinceRank,
SetupCharacters,
SetupProvinces,
TechnologyTable,
TradeGood,
Treasure,
Unit,
UnitAbility,
}
Expand description
“items” are all the things that can be looked up in the game databases.
Anything that can be looked up in script with a literal string key, or that’s loaded into
tiger’s database and needs a unique key, is an Item
.
There is some overlap with scopes, for example “culture” is both an Item
and a scope type,
but the difference is that scopes are runtime values while items are always strings.
For example if a trigger takes a culture scope, you could supply either culture:german
or
scope:target_culture
, while if a trigger takes a culture item, you would have to supply just
german
and don’t have the option of supplying something determined at runtime.
Variants (Non-exhaustive)§
This enum is marked as non-exhaustive
Accessory
AccessoryTag
AccessoryVariation
AccessoryVariationLayout
AccessoryVariationTextures
Achievement
AchievementGroup
Asset
BlendShape
CharacterInteraction
Coa
CoaColorList
CoaColoredEmblemList
CoaDesignerColorPalette
CoaDesignerColoredEmblem
CoaDesignerEmblemLayout
CoaDesignerPattern
CoaPatternList
CoaTemplate
CoaTemplateList
CoaTexturedEmblemList
Culture
CustomLocalization
Decision
Define
Directory
Dlc
DlcFeature
DlcName
EffectLocalization
Entity
Entry
Ethnicity
Event
EventNamespace
File
Font
Fontfiles
GameConcept
GameRule
GameRuleSetting
GeneAgePreset
GeneAttribute
GeneCategory
GovernmentType
GuiLayer
GuiTemplate
GuiType
LawGroup
Localization
MapEnvironment
MapMode
Modifier
Music
MusicPlayerCategory
NamedColor
OnAction
Pdxmesh
PortraitAnimation
PortraitCamera
PortraitEnvironment
PortraitModifierGroup
PortraitModifierPack
Province
Religion
ScriptedEffect
ScriptedGui
ScriptedList
ScriptedModifier
ScriptedRule
ScriptedTrigger
ScriptValue
Shortcut
Sound
Terrain
TextFormat
TextIcon
TextureFile
TriggerLocalization
WidgetName
Building
CharacterTemplate
CharacterTrait
Country
DeathReason
Dna
EventTheme
Law
Message
PopType
Region
SubjectType
TutorialLesson
TutorialLessonChain
TutorialLessonStep
Wargoal
AccoladeCategory
AccoladeIcon
AccoladeName
AccoladeParameter
AccoladeType
ActivityIntent
ActivityLocale
ActivityOption
ActivityOptionCategory
ActivityPhase
ActivityPulseAction
ActivityState
ActivityType
AiWarStance
AgentType
Amenity
AmenitySetting
ArtifactBlueprint
ArtifactFeature
ArtifactFeatureGroup
ArtifactHistory
ArtifactRarity
ArtifactSlot
ArtifactSlotType
ArtifactTemplate
ArtifactType
ArtifactVisual
Bookmark
BookmarkGroup
BookmarkPortrait
BuildingFlag
BuildingGfx
CasusBelli
CasusBelliGroup
Catalyst
ChallengeCharacter
Character
CharacterBackground
CharacterInteractionCategory
Climate
ClothingGfx
CoaGfx
CoaDynamicDefinition
CombatEffect
CombatPhaseEvent
CouncilPosition
CouncilTask
Countermeasure
CountermeasureParameter
CourtPosition
CourtPositionCategory
CourtSceneCulture
CourtSceneGroup
CourtSceneRole
CourtSceneSetting
CourtType
CourtierGuestManagement
CultureAesthetic
CultureCreationName
CultureEra
CultureEthos
CultureHeritage
CultureHistory
CultureParameter
CulturePillar
CultureTradition
CultureTraditionCategory
DangerType
DecisionGroup
DiarchyMandate
DiarchyParameter
DiarchyType
Doctrine
DoctrineCategory
DoctrineParameter
DomicileBuilding
DomicileParameter
DomicileType
Dynasty
DynastyLegacy
DynastyPerk
EpidemicType
EpidemicDeathReason
EventBackground
EventEffect2d
EventTransition
Faction
Faith
FaithIcon
FervorModifier
Flavorization
Focus
GeneticConstraint
GovernmentFlag
GraphicalFaith
GuestInviteRule
GuestSubset
GuestSystem
HoldingFlag
HoldingType
HolySite
HolySiteFlag
Hook
House
HousePowerBonus
HouseUnity
HouseUnityParameter
HouseUnityStage
ImportantAction
Innovation
InnovationFlag
Inspiration
Language
LawFlag
LeaseContract
LegendChapter
LegendChronicle
LegendProperty
LegendSeed
LegendType
LegitimacyFlag
LegitimacyType
Lifestyle
MartialCustom
MemoryCategory
MemoryType
MenAtArms
MenAtArmsBase
MessageFilterType
MessageGroupType
ModifierFormat
MottoInsert
Motto
NameEquivalency
NameList
Nickname
OpinionModifier
Perk
PerkTree
PlayableDifficultyInfo
PointOfInterest
PoolSelector
PortraitType
PrisonType
ProvinceMapping
Relation
RelationFlag
ReligionFamily
RewardItem
Scheme
SchemePulseAction
ScriptedAnimation
ScriptedCost
ScriptedIllustration
Secret
Sexuality
Skill
SpecialBuilding
SpecialGuest
Story
Struggle
StruggleHistory
StrugglePhase
StrugglePhaseParameter
SuccessionAppointment
SuccessionElection
Suggestion
TaskContractGroup
TaskContractReward
TaskContractType
TaxSlotFlag
TaxSlotObligation
TaxSlotType
Title
TitleHistory
TitleHistoryType
Trait
TraitCategory
TraitFlag
TraitPortraitModifier
TraitTrack
TravelOption
UnitGfx
VassalContract
VassalContractFlag
VassalObligationLevel
VassalStance
AcceptanceStatus
AiStrategy
Alert
AlertGroup
Approval
Attitude
BattleCondition
BuildingGroup
BuildingType
BuyPackage
CanalType
CharacterRole
CombatUnit
CombatUnitExperienceLevel
CombatUnitGroup
CommanderOrder
CommanderRank
CompanyType
CohesionLevel
CountryCreation
CountryFormation
CountryRank
CountryTier
CountryType
CultureGraphics
Decree
DiplomaticAction
DiplomaticCatalyst
DiplomaticCatalystCategory
DiplomaticPlay
DiscriminationTrait
DynamicCompanyName
DynamicCountryMapColor
DynamicCountryName
EventCategory
FlagDefinition
Goods
GradientBorderSettings
HarvestConditionType
Ideology
InfamyThreshold
Institution
InterestGroup
InterestGroupTrait
JournalEntry
JournalEntryGroup
LawType
LegitimacyLevel
Level
LibertyDesireLevel
MapLayer
MapInteractionType
MapNotificationType
MediaAlias
MilitaryFormationFlag
MobilizationOption
MobilizationOptionGroup
ModifierTypeDefinition
Objective
ObjectiveSubgoal
ObjectiveSubgoalCategory
Party
PoliticalLobby
PoliticalLobbyAppeasement
PoliticalMovement
PoliticalMovementCategory
PoliticalMovementPopSupport
PopNeed
PowerBlocCoaPiece
PowerBlocIdentity
PowerBlocMapTexture
PowerBlocName
Principle
PrincipleGroup
ProductionMethod
ProductionMethodGroup
ProposalType
RelationsThreshold
ScriptedButton
ScriptedProgressBar
ScriptedTest
SecretGoal
SocialClass
SocialHierarchy
StateRegion
StateTrait
Strata
StrategicRegion
Technology
TechnologyEra
TerrainKey
TerrainLabel
TerrainManipulator
TerrainMask
TerrainMaterial
TransferOfPower
Ambition
AiPlanGoals
Area
CultureGroup
CombatTactic
Deity
DeityCategory
DiplomaticStance
EconomicPolicy
EventPicture
GovernorPolicy
GraphicalCultureType
GreatWorkEffectTier
GreatWorkEffect
GreatWorkCategory
GreatWorkMaterial
GreatWorkModule
GreatWorkTemplate
Heritage
Idea
Invention
InventionGroup
LegionDistinction
LevyTemplate
Loyalty
MilitaryTraditionTree
MilitaryTradition
Mission
MissionTask
Office
Opinion
PartyAgenda
PartyType
PostSetupCharacters
Price
ProvinceRank
SetupCharacters
SetupProvinces
TechnologyTable
TradeGood
Treasure
Unit
UnitAbility
Implementations§
Source§impl Item
impl Item
Sourcepub fn path(self) -> &'static str
pub fn path(self) -> &'static str
Returns a path where items of this type are kept in the script files. Can be ""
for items
that are built in.
These paths are used both for the user in error reports, and to find the items when loading them.
Sourcepub fn confidence(self) -> Confidence
pub fn confidence(self) -> Confidence
Confidence value to use when reporting that an item is missing.
Should be Strong
for most, Weak
for items that aren’t defined anywhere but just used (such as gfx flags).
Sourcepub fn severity(self) -> Severity
pub fn severity(self) -> Severity
Severity value to use when reporting that an item is missing.
Error
- most thingsWarning
- things that only impact visuals or presentationUntidy
- things that don’t matter much at allFatal
- things that cause crashes if they’re missing
This is only one piece of the severity puzzle. It can also depend on the caller who’s expecting the item to exist. That part isn’t handled yet.
Trait Implementations§
Source§impl Display for Item
Display items in separated word case
for maximum friendliness.
impl Display for Item
Display items in separated word case
for maximum friendliness.
Unfortunately there’s no option for this in strum
so we have to roll our own
by using snake_case
and changing the _
to a space.
Source§impl Ord for Item
impl Ord for Item
Source§impl PartialOrd for Item
impl PartialOrd for Item
impl Copy for Item
impl Eq for Item
impl StructuralPartialEq for Item
Auto Trait Implementations§
impl Freeze for Item
impl RefUnwindSafe for Item
impl Send for Item
impl Sync for Item
impl Unpin for Item
impl UnwindSafe for Item
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
§impl<T> Conv for T
impl<T> Conv for T
§impl<T> Downcast for Twhere
T: AsAny + ?Sized,
impl<T> Downcast for Twhere
T: AsAny + ?Sized,
§fn downcast_ref<T>(&self) -> Option<&T>where
T: AsAny,
fn downcast_ref<T>(&self) -> Option<&T>where
T: AsAny,
Any
.§fn downcast_mut<T>(&mut self) -> Option<&mut T>where
T: AsAny,
fn downcast_mut<T>(&mut self) -> Option<&mut T>where
T: AsAny,
Any
.§impl<T> FmtForward for T
impl<T> FmtForward for T
§fn fmt_binary(self) -> FmtBinary<Self>where
Self: Binary,
fn fmt_binary(self) -> FmtBinary<Self>where
Self: Binary,
self
to use its Binary
implementation when Debug
-formatted.§fn fmt_display(self) -> FmtDisplay<Self>where
Self: Display,
fn fmt_display(self) -> FmtDisplay<Self>where
Self: Display,
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to use its Display
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-formatted.§fn fmt_lower_exp(self) -> FmtLowerExp<Self>where
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impl<T> IntoEither for T
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.tap_ref_mut()
only in debug builds, and is erased in release
builds.§fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
.tap_deref()
only in debug builds, and is erased in release
builds.