SCRIPTED_RULES

Constant SCRIPTED_RULES 

Source
pub const SCRIPTED_RULES: &str = "
	can_command_troops = {
		tooltipped = no
		root = character
		army_owner = character
	}

	can_command_troops_now = {
		tooltipped = yes
		root = character
		army_owner = character
	}

	ghw_give_barony_to_beneficiary = {
		tooltipped = no
		root = province
		faith = faith
	}

	faith_creation = {
		tooltipped = yes
		root = character
	}

	faith_conversion = {
		tooltipped = yes
		root = character
		new_faith = faith
	}

	should_mother_give_house_to_bastard = {
		tooltipped = no
		root = character
	}

	can_be_knight = {
		tooltipped = no
		root = character
	}

	allowed_to_be_granted_titles_by = {
		tooltipped = yes
		root = character
		liege = character
		landed_title = landed_title
	}

	is_character_allowed_to_be_player = {
		tooltipped = yes
		root = character
		will_override_government = bool
	}

	is_secret_available_for_blackmail = {
		tooltipped = yes
		root = secret
		target = character
		blackmailer = character
		secret_owner = character
		secret_target = character # may not exist
	}

	passes_faction_hard_block = {
		tooltipped = yes
		root = character
		target = character
	}

	passes_faction_soft_block = {
		tooltipped = yes
		root = character
	}

	is_dangerous_faction = {
		tooltipped = no
		root = faction
	}

	is_alliance_valid = {
		tooltipped = no
		root = character
		second = character
	}

	can_designate_heir = {
		tooltipped = yes
		root = character
	}

	cares_about_powerful_vassal_council_position = {
		tooltipped = no
		root = character
	}

	approves_of_succession_law_change = {
		tooltipped = no
		root = character
	}

	has_natural_death_second_chance = {
		tooltipped = no
		root = character
	}

	can_refund_perks = {
		tooltipped = yes
		root = character
	}

	can_defensively_join_holy_war = {
		tooltipped = no
		root = character
		attacker = character
		defender = character
	}

	can_fire_councillor = {
		tooltipped = yes
		root = character
		councillor = character
	}

	can_raid = {
		tooltipped = yes
		root = character
	}

	can_start_raid = {
		tooltipped = yes
		root = character
	}

	can_raid_across_water = {
		tooltipped = no
		root = character
	}

	can_traverse_river = {
		tooltipped = no
		root = character
	}

	is_hard_blocked_from_schemes = {
		tooltipped = no
		root = character
	}

	ai_wants_matrilineal_marriage = {
		tooltipped = no
		root = character
		secondary_actor = character
	}

	ai_wants_grand_wedding_promise = {
		tooltipped = no
		root = character
		actor = character
		secondary_actor = character
		recipient = character
		secondary_recipient = character
	}

	buildings_enabled = {
		tooltipped = yes
		root = character
	}

	can_potentially_call_ally = {
		tooltipped = no
		root = character
		ally = character
	}

	can_hybridize_culture = {
		tooltipped = yes
		root = character
		culture = culture
	}

	can_diverge_culture = {
		tooltipped = yes
		root = character
	}

	can_add_tradition = {
		tooltipped = yes
		root = character
	}

	can_replace_pillar = {
		tooltipped = yes
		root = character
	}

	can_name_after_birth = {
		tooltipped = no
		root = character
		child = character
	}

	can_adopt_court_language = {
		tooltipped = no
		root = character
		target = character
		list = {
			my_language_counties = landed_title
			their_language_counties = landed_title
			total_counties = landed_title
		}
	}

	ai_should_repair_artifact = {
		tooltipped = no
		root = character
		artifact = artifact
	}

	can_be_activity_guest = {
		root = character
		host = character
	}

	is_diarch_visibly_loyal = {
		tooltipped = no
		root = character
	}

	is_diarch_visibly_disloyal = {
		tooltipped = no
		root = character
	}

	is_diarch_able = {
		tooltipped = no
		root = character
	}

	is_diarch_valid = {
		tooltipped = no
		root = character
	}

	should_have_diarchy = {
		tooltipped = no
		root = character
	}

	can_be_acclaimed_knight = {
		tooltipped = no
		root = character
	}

	is_hostage_valid = {
		tooltipped = no
		root = character
	}

	can_create_legend = {
		root = character
	}

	can_promote_legend = {
		tooltipped = no
		root = character
		legend = legend
	}

	ai_wants_to_create_own_legend = {
		tooltipped = no
		root = character
		num_legends = value
	}

	is_dominant_family = {
		root = dynasty_house
	}

	is_hireable_ruler_trigger = {
		root = character
	}

	can_hire_hireable_ruler_trigger = {
		root = character
		candidate = character
	}

	can_move_domicile = {
		root = province
		owner = character
	}

	is_kurultai_succession_chaotic = {
		root = character
		situation = situation
		situation_sub_region = situation_sub_region
		list = {
			disobedient_kurultai = character
		}
	}

	ai_wants_to_migrate = {
		root = character
		domain_fertility = value
	}

	can_raze = {
		root = character
	}

	can_raze_own_holding = {
		root = character
		province = province
	}

	can_start_bartering = {
		root = character
	}

	ai_should_create_title = {
		root = character
		title = landed_title
	}

	ai_should_hire_title_maa = {
		root = character
		title = landed_title
		can_afford_personal_maa = bool
		has_personal_maa_space = bool
		personal_maa_maintenance = value
		title_maa_maintenance = value
		personal_maa_cap = value
		title_maa_cap = value
	}

	can_build_in_tributaries = {
		root = character
	}
	can_build_in_liege_tributaries = {
		root = character
	}
	can_build_in_same_realm = {
		root = character
	}
";
Expand description

Specification of the hardcoded scripted rules in CK3.

Each definition is one rule.

tooltipped says whether the contents of this rule are tooltipped for the player. It defaults to no. Left out when tooltipping is uncertain, otherwise set to yes or no.

root is the root of the scope context. Other fields are added named scopes.

For ease of updating, the rules are in the order they are found in the game files.