Local and target
Inside an event you already know which faction, settlement, or character it concerns: the attacker, the besieged town, whoever just moved. local and target are two new keywords that let you point at them directly, instead of hardcoding a name you already know. They work in every command and condition that takes a faction, settlement, or character argument, in both RTW and M2TW.
monitor_event GeneralAssaultsResidence TrueCondition set_faction_standing local target -0.5end_monitorIn an event, local is the actor and target is the other side. For GeneralAssaultsResidence that makes local the attacking faction and target the defending one. Settlement arguments split the same way: local is the event’s settlement and target the other settlement involved.
Characters only get local. No event tracks a target character yet, so writing target in a character argument logs an error and skips the line.
Outside an event, in the dev console or in scripts that run at game start, local falls back to whatever the UI has selected: your faction, the last settlement you clicked, the last character you clicked. target has no such fallback, so using it outside an event logs an error and skips the line.
Three things this doesn’t help with:
- Regions have no shorthand.
freeze_recruit_poolis the only command that takes a region, and no event tracks a current region, so there is nothing forlocalto resolve to. Name the region directly. - Faction lists, like the
factions { ... }block inhistoric_event, take a set of factions rather than one.localonly ever resolves to a single faction, so it cannot fill a list. Useall, or list the factions explicitly. sub_factioninsidespawn_armyis read once, when the script file is first parsed, long before any event fires.localhas nothing to resolve to that early, so it does nothing there.