Wiki

effect · activate_mission_tooltip

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

shows mission will activate and name. Activation needs to be handled manually, effect is just an easier way to display name of mission.
Example: unlock_mission_tooltip = some_mission_here

实战 · 配合 · 坑

实战内容由 AI 生成,并已对照 vanilla 命令词表校验 —— 请当作起点而非权威依据。上方的定义节才是游戏自带文档原文。

实战用法

activate_mission_tooltip 常用于焦点树或决策的 option 块中,当你需要向玩家预告某个任务即将被激活但实际激活逻辑由其他条件或 effect 单独处理时,用它来生成更友好的提示文本。例如在一个国家专属焦点完成后,先以 tooltip 告知玩家"此任务将启动",再由后续触发器实际调用 activate_mission

complete_national_focus = SOV_prepare_offensive
focus_effect = {
    activate_mission_tooltip = SOV_winter_offensive_mission
    # 实际激活由事件或条件延迟触发
    country_event = { id = sov.42 days = 3 }
}

配合关系

  • [activate_mission](/wiki/effect/activate_mission):这是真正执行任务激活的命令,activate_mission_tooltip 只负责显示提示,两者通常成对出现——tooltip 在 option 层展示信息,activate_mission 在 hidden_effect 或事件中实际生效。
  • [has_active_mission](/wiki/trigger/has_active_mission):用于检查某任务是否已处于激活状态,配合 tooltip 可以在条件判断中避免重复激活同一任务,形成"检查→提示→激活"的完整逻辑链。
  • [add_days_mission_timeout](/wiki/effect/add_days_mission_timeout):任务激活后往往需要设置倒计时,与 tooltip 搭配使用时,可以让玩家在看到提示的同时了解任务的时限压力。
  • [country_event](/wiki/effect/country_event):常作为延迟激活的中转载体,tooltip 在当前 effect 块给出预告,事件在数天后真正调用 activate_mission

常见坑

  1. 误以为 tooltip 本身会激活任务:这是最典型的误解。activate_mission_tooltip 只生成 UI 提示文本,不会对游戏状态产生任何改动,忘记另外写 activate_mission 会导致任务永远不会出现在任务栏中,调试时非常隐蔽。
  2. 在 trigger 块中误用:该命令是 effect,只能写在执行块(如 optionimmediatehidden_effect)内,若误放入 triggeravailable 判断块中会导致脚本报错或静默失效,检查时注意区分 effect 与 trigger 的作用域层级。

Hands-On Notes

Hands-on notes are AI-generated and checked against the vanilla command vocabulary — treat them as a starting point, not authoritative reference. The definition above is the game's own documentation.

Hands-On Usage

activate_mission_tooltip is commonly used within option blocks of focus trees or decisions when you need to preview to the player that a mission is about to be activated, but the actual activation logic is handled separately by other conditions or effects. For instance, after a country-specific focus is completed, you can first use the tooltip to inform the player "this mission will launch," then have a subsequent trigger actually call activate_mission:

complete_national_focus = SOV_prepare_offensive
focus_effect = {
    activate_mission_tooltip = SOV_winter_offensive_mission
    # Actual activation is triggered later by event or condition
    country_event = { id = sov.42 days = 3 }
}

Synergy

  • [activate_mission](/wiki/effect/activate_mission): This is the command that actually executes the mission activation. activate_mission_tooltip only handles displaying the tooltip; they typically work in tandem—the tooltip displays information at the option level, while activate_mission takes effect in hidden_effect or events.
  • [has_active_mission](/wiki/trigger/has_active_mission): Used to check whether a mission is already in an active state. Combined with a tooltip, it can prevent duplicate activations of the same mission in conditional logic, forming a complete "check → notify → activate" flow.
  • [add_days_mission_timeout](/wiki/effect/add_days_mission_timeout): After a mission is activated, you often need to set a countdown timer. When paired with a tooltip, it allows players to see the preview while understanding the time pressure of the mission deadline.
  • [country_event](/wiki/effect/country_event): Often serves as an intermediary for delayed activation. The tooltip provides advance notice in the current effect block, and the event actually calls activate_mission days later.

Common Pitfalls

  1. Mistaking the tooltip itself as the activation mechanism: This is the most typical misconception. activate_mission_tooltip only generates UI tooltip text and produces no actual changes to game state. Forgetting to write a separate activate_mission command will result in the mission never appearing in the mission log, making this bug very subtle during debugging.
  2. Misusing the command in trigger blocks: This command is an effect and can only be placed in execution blocks (such as option, immediate, or hidden_effect). Accidentally placing it in trigger or available condition blocks will cause script errors or silent failures. When debugging, be careful to distinguish between effect and trigger scope levels.