Wiki

effect · remove_decision_on_cooldown

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

Removes decision on cooldown to reactivate or remove. 
Example: remove_decision_on_cooldown = some_decision_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

当玩家通过某个决策触发冷却计时后,若剧本逻辑需要提前重置该决策(例如完成特定国策、签署协议或满足特殊条件时),可用此 effect 强制移除冷却状态,让玩家立刻再次激活该决策。常见于需要动态调整决策可用性的事件链 mod,例如"外交谈判"类决策在达成特定条件后允许立即重新使用。

# 国家事件触发后,移除某外交决策的冷却
country_event = {
    id = my_mod.10
    ...
    option = {
        name = my_mod.10.a
        # 满足特殊条件,重置外交决策冷却
        remove_decision_on_cooldown = my_diplomatic_negotiation_decision
    }
}

配合关系

  • [has_decision](/wiki/trigger/has_decision) — 先用此触发器检测目标决策当前是否处于冷却或激活状态,再决定是否执行移除冷却,避免无效调用。
  • [activate_decision](/wiki/effect/activate_decision) — 移除冷却后立即重新激活决策,形成"重置 + 再激活"的完整流程,常用于需要连续推进的任务链。
  • [activate_mission](/wiki/effect/activate_mission) — 当决策冷却的解除与某个任务的启动强绑定时,两者搭配确保任务与决策状态同步。
  • [add_days_remove](/wiki/effect/add_days_remove) — 若不想彻底移除冷却而是想缩短剩余时间,可与本命令对比选用;部分场景会先判断再决定用哪种方式处理决策生命周期。

常见坑

  1. 目标决策名称必须精确匹配:填写的决策 key 必须与 decisions 文件夹中定义的 token 完全一致,拼写错误不会报错但效果静默失效,建议直接复制粘贴 key 名。
  2. 仅对处于冷却中的决策有效:若该决策当前并不在冷却状态(例如从未触发过,或已被其他方式移除),此 effect 不会产生任何效果,不要误用它来"激活"一个普通决策——那是 activate_decision 的职责。

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

When a player triggers a decision cooldown through a specific choice, and the script logic requires resetting that cooldown early (for example, upon completing a particular focus, signing an agreement, or meeting special conditions), this effect can forcibly remove the cooldown state, allowing the player to immediately activate the decision again. This is commonly used in event chain mods that require dynamic adjustment of decision availability, such as "Diplomatic Negotiation" type decisions that become immediately reusable upon achieving specific conditions.

# After a country event triggers, remove the cooldown of a diplomatic decision
country_event = {
    id = my_mod.10
    ...
    option = {
        name = my_mod.10.a
        # Upon meeting special conditions, reset the diplomatic decision cooldown
        remove_decision_on_cooldown = my_diplomatic_negotiation_decision
    }
}

Synergy

  • [has_decision](/wiki/trigger/has_decision) — Use this trigger first to detect whether the target decision is currently on cooldown or active, then decide whether to execute the cooldown removal to avoid ineffective calls.
  • [activate_decision](/wiki/effect/activate_decision) — Immediately reactivate the decision after removing the cooldown, forming a complete "reset + reactivate" workflow, commonly used for task chains requiring continuous progression.
  • [activate_mission](/wiki/effect/activate_mission) — When the resolution of a decision cooldown is tightly bound to the activation of a mission, use both together to ensure mission and decision states remain synchronized.
  • [add_days_remove](/wiki/effect/add_days_remove) — If you don't want to completely remove the cooldown but rather shorten the remaining time, compare it with this command and choose accordingly; some scenarios will first check conditions then decide which approach to use for handling decision lifecycle.

Common Pitfalls

  1. The target decision name must match exactly: The decision key you enter must be identical to the token defined in the decisions folder. Spelling errors won't generate an error but will silently fail—it's recommended to directly copy and paste the key name.
  2. Only works on decisions currently on cooldown: If the decision is not currently on cooldown (for example, if it has never been triggered or has been removed by other means), this effect will have no effect. Don't misuse it to "activate" a regular decision—that is the responsibility of activate_decision.