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Examples Wiki

Joël Deffner edited this page Sep 5, 2026 · 4 revisions

Examples Wiki

A searchable browser over every name the toolkit knows about your game: what it does, which scopes it works in, and where the game itself writes it. It answers the two questions the modding wiki cannot, because it reads your files: is this name in my game version, and what does a working use of it look like?

Nothing in it is a hand-written list. The rows come from your script_docs dump (or the bundled tables until you make one), your DumpDataTypes output, the vanilla usage counts, and your own indexed script. See Getting Started for the dumps.

Opening it

  • Paradox: Show Examples Wiki in the command palette.
  • The Examples Wiki row in the Project panel's View group (see Sidebar Views).
  • The Examples Wiki launcher in the Wiki hub, described at the bottom of this page.
  • A hover link, which opens the wiki directly on the article you were hovering.

There is one panel. Opening it again reveals the one you have, and a deep link moves it to the article it names instead of opening a second tab.

What is in the catalog

Rows Where they come from
triggers, effects, event targets, modifiers your script_docs dump, or the bundled wiki tables until you run one
datafunctions (GetPlayer, Character.GetName) your DumpDataTypes output, or the bundled data type tables
data types (Character, Title) the same tables
variables and lists your own indexed script files, from the places that set them

Rows are ordered by how often vanilla writes the name, most used first, so typing add_ meets add_gold before add_hook_no_effect. The number on the right of a row is that count, and its tooltip says so.

The reading pane's start page prints the same provenance in full: which dump the tokens came from, whether the datafunctions are yours or bundled, and whether a game folder is set. When the tokens are the bundled ones, the list says so and points at the game console.

Search and filters

Type any part of a name. The match is a plain substring, with names that start with what you typed lifted above names that merely contain it, and the usage order kept inside each half. The counter in the toolbar reads 120 of 8431. Beyond 300 matches the list stops drawing and asks for more letters.

The chips beside the search box narrow by kind: All, Triggers, Effects, Targets, Modifiers, Datafunctions, Variables, Types. Each chip has a hover tip that explains the word itself, so "what is an event target" is answered where you would ask it. The coloured dot on each row carries the same kind of explanation.

The refresh button reloads the catalog from the language server. Use it after a dump, or after you set the game folder.

Reading an article

Click a row. The reading pane shows, in this order, whatever the sources have for that name:

  • The name, with a coloured kind badge. The colours are the ones the hover badges and the completion rows use, so a trigger is purple everywhere in the product.
  • The full description, not the one-line version from the list.
  • Signature, for a datafunction: its arguments, what it gives back, and a note when it is a promote (read like a field, no brackets after the name).
  • Scopes: the scopes the game's docs say the name works in, as chips.
  • How it is written: the engine's own usage: example from your dump.
  • More from the game's own docs: whatever else the dump attached to the name.
  • Values the game passes to it: the literal arguments vanilla actually uses, most frequent first.
  • What you can ask it for / What comes next: the members of a data type, or of what a datafunction returns.
  • How to get one: the datafunctions that produce a data type.
  • Where the game uses it: real example sites, below.
  • Where this comes from: the provenance sentence, and the vanilla usage count.

A name nothing documents says so, and lets the examples do the explaining.

Example sites

Each site is a small block of the file it came from: three lines on each side of the match, dedented, with the matching line picked out in the normal text colour while the context stays grey. Click the block to open the real file at that line. It opens in an editor group next to the wiki and keeps the focus where it is, so the pane you are reading stays in front of you.

Six sites per name. The toolkit says which limit it hit: "The first 6 sites found; the game has more", or how many game files it searched before finding no use of the name at all. Sites for engine tokens are searched in the game's script folders at the moment you ask, and only where the name is used as a key (name =), so a comment or a longer name containing yours does not turn up as an example.

Without a game folder there are no sites, and the article says to set one rather than showing an empty section.

Browsing by scope

Ask an event target what it gives you, and the article answers. An article whose token outputs a scope (faith, liege, capital_province) lists every trigger, effect and event target the game's own docs declare usable from that scope, ordered by vanilla usage, as clickable chips:

  • Triggers in faith scope
  • Effects in faith scope
  • Targets from faith

Lists of 40 names or fewer open with the article; longer ones stay folded behind their heading with the total on it, and scroll inside their own box. This is the whole answer to "what can I do from faith?", and it is one click from the faith article.

The lists are the declared scopes of the other catalog rows, matched word for word. A token whose docs declare no scope is absent rather than assumed to work everywhere.

Your variables and lists

Every name your script files invent gets an article too. set_variable, add_to_list and their relatives, in all seven storage classes: variable, local_variable, global_variable, variable_list, local_variable_list, global_variable_list, and the ad-hoc list. The Variables chip filters the catalog down to them.

An article for one of those reads differently, because the engine never heard of the name:

  • What it holds: the value type inferred from the set sites, for example "a list of character". A value set from something only the running game knows stays unknown, and the article says why instead of guessing.
  • Set inside: the definitions that contain the set sites, up to eight, as links to their own articles.
  • Where your script sets and reads it: the set sites and the read sites, each block tagged SET or READ, six of each, with the same surrounding lines and the same click-to-open as vanilla examples. When there are more, the section says how many.
  • Where this comes from: which mods the set sites live in.

These articles follow the index, so they update after a save.

Getting around

Every chip that names another article is a way into it: a member, a producer, a return type, a data type owner, a scope, a containing definition. The article head's owner prefix (Character. in Character.GetName) opens the data type. The back button in the toolbar walks the trail you came by. A chip the catalog has no article for stays inert instead of leading nowhere.

Drag the divider between the list and the reading pane to change the split. The width you pick is remembered, so it is still there the next time you open the panel.

Deep links from hovers

Two hovers lead here:

  • Hover a var:my_thing (or any variable or list name your script owns) and the card's footer carries an Examples Wiki link next to the references count. It opens the article for that exact name and storage class.
  • A datafunction hover that had to cut a long example says how many more lines exist. The whole text is here, in the article for that name.

See Editor Features for the hover cards themselves.

The Wiki hub

The Wiki row in the Project panel's Info group opens a second panel, the hub for the toolkit's reference pages. Paradox: Open Wiki does the same from the palette. Its front page is a set of cards, and a Home row and crumb lead back to it from any page.

It holds:

  • Image Guidelines, the measured sizes and formats the game expects for thumbnails, coats of arms and interface art (see DDS and Images).
  • One page per diagnostic code, each with its severity, what the toolkit saw, and what the game does with the file if you leave it. A row leads with one coloured symbol for its severity, in the theme's own Problems colours, with the word on hover.
  • Mod Report, the content counts, problems, localization coverage and overrides of the focused mod, built when you open it.
  • Steam Error Codes, the full table of Workshop result codes (Steam Workshop Error Codes), and Steam BBCode, every tag Steam renders in a description or changenote (Steam BBCode). The question-mark button in a .bbcode file's title bar opens the second one.
  • Modding Tools, the tools other modders built for the game the switch is on, curated from each game's own wiki list: validators, translators, map and history editors, audio and 3D tools, as one grid of cards, each wearing its type as an icon, with chips above the grid filtering by type. A tool that serves several games is one card. Tools the toolkit does the job of are left out, so the page never sends you to install something you already have, and an "Add a tool" section says how to tell the maintainer about one that fills a gap.
  • Credits, the same page as Credits, every project the toolkit builds on as the same kind of card grid.
  • A launcher for the Examples Wiki.

The Modding Tools page: cards by type with the filter chips above them

A game switch sits at the top of the hub's sidebar, the toolkit's own dropdown. It picks the game the pages are shown for, so you can read another game's Modding Tools without changing your workspace, and it starts on the workspace's own game.

The search box reads titles and the text of every page, so searching UTF-8 finds the encoding diagnostic whose code you would otherwise have to know.

Paradox: Show Image Guidelines (sizes & formats) opens the hub on the guidelines page, and the DDS converter's own "read the guidelines" prompt goes to the same place. Format Docs is a command rather than a hub card, because it opens a file and not a page: on CK3 the game's own _*.info schema doc for the file you are editing, and on Victoria 3 and EU5, which ship no .info docs, the vanilla files of that folder plus a search on the game's modding wiki.

The diagnostic pages are the same files the repo keeps under docs/diagnostics/, so what you read in the editor is what is reviewed in the pull request. The code list with severities and settings is in Configuration.

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