#[non_exhaustive]pub enum Item {
Show 241 variants
Accessory,
AccessoryTag,
AccessoryVariation,
AccessoryVariationLayout,
AccessoryVariationTextures,
Asset,
BlendShape,
CharacterInteraction,
Coa,
CoaColorList,
CoaColoredEmblemList,
CoaDesignerColorPalette,
CoaDesignerColoredEmblem,
CoaDesignerEmblemLayout,
CoaDesignerPattern,
CoaPatternList,
CoaTemplate,
CoaTemplateList,
CoaTexturedEmblemList,
Culture,
CustomLocalization,
Decision,
Define,
Dlc,
DlcFeature,
EffectLocalization,
Entity,
Entry,
Ethnicity,
Event,
EventNamespace,
File,
Font,
Fontfiles,
GameConcept,
GameRule,
GameRuleSetting,
GeneAgePreset,
GeneAttribute,
GeneCategory,
GovernmentType,
GuiLayer,
GuiTemplate,
GuiType,
LawGroup,
Localization,
MapEnvironment,
MapMode,
Modifier,
NamedColor,
OnAction,
Pdxmesh,
PortraitAnimation,
PortraitCamera,
PortraitEnvironment,
PortraitModifierGroup,
PortraitModifierPack,
Province,
Religion,
ScriptedEffect,
ScriptedGui,
ScriptedList,
ScriptedModifier,
ScriptedRule,
ScriptedTrigger,
ScriptValue,
Shortcut,
Sound,
Terrain,
TextFormat,
TextIcon,
TextureFile,
TriggerLocalization,
Building,
CharacterTemplate,
DeathReason,
Dna,
EventTheme,
Law,
Message,
Region,
TutorialLesson,
TutorialLessonChain,
TutorialLessonStep,
AccoladeCategory,
AccoladeIcon,
AccoladeName,
AccoladeParameter,
AccoladeType,
ActivityIntent,
ActivityLocale,
ActivityOption,
ActivityOptionCategory,
ActivityPhase,
ActivityState,
ActivityType,
AiWarStance,
Amenity,
ArtifactBlueprint,
ArtifactFeature,
ArtifactFeatureGroup,
ArtifactHistory,
ArtifactRarity,
ArtifactSlot,
ArtifactSlotType,
ArtifactTemplate,
ArtifactType,
ArtifactVisual,
Bookmark,
BookmarkGroup,
BookmarkPortrait,
BuildingFlag,
BuildingGfx,
CasusBelli,
CasusBelliGroup,
Catalyst,
Character,
CharacterBackground,
CharacterInteractionCategory,
Climate,
ClothingGfx,
CoaGfx,
CoaDynamicDefinition,
CombatEffect,
CombatPhaseEvent,
CouncilPosition,
CouncilTask,
CourtPosition,
CourtPositionCategory,
CourtSceneCulture,
CourtSceneGroup,
CourtSceneRole,
CourtSceneSetting,
CourtType,
CourtierGuestManagement,
CultureAesthetic,
CultureCreationName,
CultureEra,
CultureEthos,
CultureHeritage,
CultureHistory,
CultureParameter,
CulturePillar,
CultureTradition,
CultureTraditionCategory,
DangerType,
DiarchyMandate,
DiarchyParameter,
DiarchyType,
Doctrine,
DoctrineCategory,
DoctrineParameter,
Dynasty,
DynastyLegacy,
DynastyPerk,
EventBackground,
EventTransition,
Faction,
Faith,
FaithIcon,
FervorModifier,
Flavorization,
Focus,
GeneticConstraint,
GovernmentFlag,
GraphicalFaith,
GuestInviteRule,
GuestSubset,
GuestSystem,
HoldingFlag,
HoldingType,
HolySite,
HolySiteFlag,
Hook,
House,
HouseUnity,
HouseUnityParameter,
HouseUnityStage,
ImportantAction,
Innovation,
InnovationFlag,
Inspiration,
Language,
LawFlag,
LeaseContract,
Lifestyle,
MartialCustom,
MemoryCategory,
MemoryType,
MenAtArms,
MenAtArmsBase,
ModifierFormat,
MottoInsert,
Motto,
Music,
NameEquivalency,
NameList,
Nickname,
OpinionModifier,
Perk,
PerkTree,
PlayableDifficultyInfo,
PointOfInterest,
PoolSelector,
PrisonType,
PulseAction,
Relation,
RelationFlag,
ReligionFamily,
RewardItem,
Scheme,
ScriptedAnimation,
ScriptedCost,
ScriptedIllustration,
Secret,
Sexuality,
Skill,
SpecialBuilding,
SpecialGuest,
Story,
Struggle,
StrugglePhase,
StrugglePhaseParameter,
SuccessionElection,
Suggestion,
TaxSlotFlag,
TaxSlotObligation,
TaxSlotType,
Title,
TitleHistory,
TitleHistoryType,
Trait,
TraitCategory,
TraitFlag,
TraitTrack,
TravelOption,
UnitGfx,
VassalContract,
VassalContractFlag,
VassalObligationLevel,
VassalStance,
}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
Asset
BlendShape
CharacterInteraction
Coa
CoaColorList
CoaColoredEmblemList
CoaDesignerColorPalette
CoaDesignerColoredEmblem
CoaDesignerEmblemLayout
CoaDesignerPattern
CoaPatternList
CoaTemplate
CoaTemplateList
CoaTexturedEmblemList
Culture
CustomLocalization
Decision
Define
Dlc
DlcFeature
EffectLocalization
Entity
Entry
Ethnicity
Event
EventNamespace
File
Font
Fontfiles
GameConcept
GameRule
GameRuleSetting
GeneAgePreset
GeneAttribute
GeneCategory
GovernmentType
GuiLayer
GuiTemplate
GuiType
LawGroup
Localization
MapEnvironment
MapMode
Modifier
NamedColor
OnAction
Pdxmesh
PortraitAnimation
PortraitCamera
PortraitEnvironment
PortraitModifierGroup
PortraitModifierPack
Province
Religion
ScriptedEffect
ScriptedGui
ScriptedList
ScriptedModifier
ScriptedRule
ScriptedTrigger
ScriptValue
Shortcut
Sound
Terrain
TextFormat
TextIcon
TextureFile
TriggerLocalization
Building
CharacterTemplate
DeathReason
Dna
EventTheme
Law
Message
Region
TutorialLesson
TutorialLessonChain
TutorialLessonStep
AccoladeCategory
AccoladeIcon
AccoladeName
AccoladeParameter
AccoladeType
ActivityIntent
ActivityLocale
ActivityOption
ActivityOptionCategory
ActivityPhase
ActivityState
ActivityType
AiWarStance
Amenity
ArtifactBlueprint
ArtifactFeature
ArtifactFeatureGroup
ArtifactHistory
ArtifactRarity
ArtifactSlot
ArtifactSlotType
ArtifactTemplate
ArtifactType
ArtifactVisual
Bookmark
BookmarkGroup
BookmarkPortrait
BuildingFlag
BuildingGfx
CasusBelli
CasusBelliGroup
Catalyst
Character
CharacterBackground
CharacterInteractionCategory
Climate
ClothingGfx
CoaGfx
CoaDynamicDefinition
CombatEffect
CombatPhaseEvent
CouncilPosition
CouncilTask
CourtPosition
CourtPositionCategory
CourtSceneCulture
CourtSceneGroup
CourtSceneRole
CourtSceneSetting
CourtType
CourtierGuestManagement
CultureAesthetic
CultureCreationName
CultureEra
CultureEthos
CultureHeritage
CultureHistory
CultureParameter
CulturePillar
CultureTradition
CultureTraditionCategory
DangerType
DiarchyMandate
DiarchyParameter
DiarchyType
Doctrine
DoctrineCategory
DoctrineParameter
Dynasty
DynastyLegacy
DynastyPerk
EventBackground
EventTransition
Faction
Faith
FaithIcon
FervorModifier
Flavorization
Focus
GeneticConstraint
GovernmentFlag
GraphicalFaith
GuestInviteRule
GuestSubset
GuestSystem
HoldingFlag
HoldingType
HolySite
HolySiteFlag
Hook
House
HouseUnity
HouseUnityParameter
HouseUnityStage
ImportantAction
Innovation
InnovationFlag
Inspiration
Language
LawFlag
LeaseContract
Lifestyle
MartialCustom
MemoryCategory
MemoryType
MenAtArms
MenAtArmsBase
ModifierFormat
MottoInsert
Motto
Music
NameEquivalency
NameList
Nickname
OpinionModifier
Perk
PerkTree
PlayableDifficultyInfo
PointOfInterest
PoolSelector
PrisonType
PulseAction
Relation
RelationFlag
ReligionFamily
RewardItem
Scheme
ScriptedAnimation
ScriptedCost
ScriptedIllustration
Secret
Sexuality
Skill
SpecialBuilding
SpecialGuest
Story
Struggle
StrugglePhase
StrugglePhaseParameter
SuccessionElection
Suggestion
TaxSlotFlag
TaxSlotObligation
TaxSlotType
Title
TitleHistory
TitleHistoryType
Trait
TraitCategory
TraitFlag
TraitTrack
TravelOption
UnitGfx
VassalContract
VassalContractFlag
VassalObligationLevel
VassalStance
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
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 PartialEq for Item
impl PartialEq for Item
source§impl PartialOrd for Item
impl PartialOrd for Item
1.0.0 · source§fn le(&self, other: &Rhs) -> bool
fn le(&self, other: &Rhs) -> bool
self and other) and is used by the <=
operator. Read more