Wiki

effect · add_maneuver

Definition

  • Supported scope:CHARACTER
  • Supported target:none

Description

Adds maneuver skill to a unit leader
Example: add_maneuver = 1

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

add_maneuver 常用于 mod 中为角色成长系统或剧本事件提供奖励,例如通过完成特定战役任务后提升将领的机动技能。也可用于初始化自定义将领的属性,使其与预设能力相匹配。

# 事件选项:将领在成功完成迂回战术后获得机动奖励
country_event = {
    id = custom.1
    option = {
        name = custom.1.a
        FROM = {
            add_maneuver = 2
        }
    }
}

配合关系

  • [add_skill_level](/wiki/effect/add_skill_level):整体提升技能等级,常与 add_maneuver 同时使用,搭配分别精细调整单项属性,实现更立体的将领成长。
  • [add_unit_leader_trait](/wiki/effect/add_unit_leader_trait):为同一将领同步添加特性,让机动属性提升在叙事上更有依据(如获得"快速机动"特性)。
  • [gain_xp](/wiki/effect/gain_xp):搭配经验值奖励,符合"将领在战斗中积累经验同时提升具体属性"的设计逻辑。
  • [is_corps_commander](/wiki/trigger/is_corps_commander):在触发条件中过滤作用目标,确保 add_maneuver 只施加给军团指挥官而非元帅或其他角色类型,避免逻辑错误。

常见坑

  1. Scope 指向错误add_maneuver 必须在 CHARACTER scope 下执行,新手常在 COUNTRY scope 中直接调用而不先用 any_character 或事件的 FROM 转入角色 scope,导致脚本报错或静默失效。
  2. 数值叠加无上限意识:该命令直接叠加数值,多次触发同一事件会无限累积机动技能,需配合 [skill](/wiki/trigger/skill) 等条件判断做上限保护,否则将领属性会异常溢出。

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

add_maneuver is commonly used in mods to provide rewards for character progression systems or scripted events, such as improving a commander's maneuver skill after completing specific campaign objectives. It can also be used to initialize custom commander attributes to match preset abilities.

# Event option: commander gains maneuver bonus after successfully executing a flanking maneuver
country_event = {
    id = custom.1
    option = {
        name = custom.1.a
        FROM = {
            add_maneuver = 2
        }
    }
}

Synergy

  • [add_skill_level](/wiki/effect/add_skill_level): Increases overall skill level; commonly used alongside add_maneuver to separately fine-tune individual attributes for more sophisticated commander development.
  • [add_unit_leader_trait](/wiki/effect/add_unit_leader_trait): Adds traits to the same commander simultaneously, giving narrative justification to maneuver improvements (such as acquiring a "rapid mobility" trait).
  • [gain_xp](/wiki/effect/gain_xp): Pairs with experience rewards, aligning with the design logic of "commanders accumulate experience in combat while improving specific attributes."
  • [is_corps_commander](/wiki/trigger/is_corps_commander): Filters target scope in trigger conditions to ensure add_maneuver only applies to corps commanders rather than field marshals or other character types, preventing logical errors.

Common Pitfalls

  1. Incorrect scope targeting: add_maneuver must execute within a CHARACTER scope. Beginners often call it directly in COUNTRY scope without first transitioning to character scope via any_character or event FROM, causing script errors or silent failures.
  2. No awareness of unbounded value stacking: This command directly accumulates values, and triggering the same event multiple times will infinitely stack maneuver skill. Protect against overflow by pairing with conditions like [skill](/wiki/trigger/skill) to impose limits, otherwise commander attributes will become anomalously inflated.