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Thread: Full list of event triggers, effects and scopes

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    ɐɟnʇsǝɐzǝqɐɔ Cabezaestufa's Avatar

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    Full list of event triggers, effects and scopes

    I was sick of having to search a bunch of threads when looking for a specific event or trigger, so I have updated Johan's initial documents and added all info for NA and IN. There are a few triggers and effects I still don't know how they work, so I'd appreciate any help to complete the list. Also, if I have forgotten or screwed up anything (very likely, since I'm still a complete novice on event scripting), please let me know and I'll update the documents.

    Here they are:

    Triggers

    Effects

    Scopes

    Thanks to everybody who helped me with this, especially dharper, alvya, jdrou, ubik, Darken and pierreluc among many others.

    I hope you guys find it useful...

    EDIT (17-11-2008): Now with the new stuff from IN 3.1!
    Last edited by Cabezaestufa; 17-11-2008 at 22:29.
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  2. #2
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    Thank you!!

    I keep meaning to do something like this, but I never find the time. You've really helped me.
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    General fuzzbug's Avatar
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    thank you thank you

    Quote Originally Posted by Cabezaestufa
    Triggers

    Effects

    Scopes

    I hope you guys find it useful...
    thank you thank you

  6. #6
    Captain Svantevid's Avatar
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    Excellent!

  7. #7
    Thank you for your hard work!

  8. #8
    From a quick look I have three comments (beyond my thanks expressed above at having such handy modding tools), all on the effects file.

    1 - The random and random_list effects are modelled after Rome. I can give you syntax exemples tonight from home. In essence, random allows you to add a %chance that a given effect will trigger. If the % is not met, nothing will happen. So for instance it allows you to have an event that MAY lower your stability, but also be innocuous. The syntax looks roughly like

    random = {
    chance = x%
    stability = -1 }

    Random list allows you to have an event where any of a number of things will happen, depending on the odds you give. For instance you could have a 50/50 chance of either a loss of stability or a rebellion right there and then:

    random_list = {
    50 = { owner = { stability = -1 }
    50 = { anti_tax_rebels = 1 }
    }

    These "Random" additions really open up scripting possibilities.

    2 - With the addition of a define_adviser command (which if mirrored on the general or admiral one allows you to give a name), this is a potential workaround to those who wanted female advisors. You could create female advisor types which you can set the engine not to create randomly but which you could add by event.

    3 - When you mention that we can change the name of a province, it reminded me that, if I recall correctly, the exemple Johan gave of this also showed there exists a change_culture effect.

  9. #9
    ɐɟnʇsǝɐzǝqɐɔ Cabezaestufa's Avatar

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    Quote Originally Posted by pierreluc
    From a quick look I have three comments (beyond my thanks expressed above at having such handy modding tools), all on the effects file.

    1 - The random and random_list effects are modelled after Rome. I can give you syntax exemples tonight from home. In essence, random allows you to add a %chance that a given effect will trigger. If the % is not met, nothing will happen. So for instance it allows you to have an event that MAY lower your stability, but also be innocuous. The syntax looks roughly like

    random = {
    chance = x%
    stability = -1 }

    Random list allows you to have an event where any of a number of things will happen, depending on the odds you give. For instance you could have a 50/50 chance of either a loss of stability or a rebellion right there and then:

    random_list = {
    50 = { owner = { stability = -1 }
    50 = { anti_tax_rebels = 1 }
    }

    These "Random" additions really open up scripting possibilities.

    2 - With the addition of a define_adviser command (which if mirrored on the general or admiral one allows you to give a name), this is a potential workaround to those who wanted female advisors. You could create female advisor types which you can set the engine not to create randomly but which you could add by event.
    File updated. Thanks a lot! these "random" effects are great and should really open up a world of possibilities indeed.

    Quote Originally Posted by pierreluc
    3 - When you mention that we can change the name of a province, it reminded me that, if I recall correctly, the exemple Johan gave of this also showed there exists a change_culture effect.
    Isn't it called simply "culture"? if so, it should be already included
    Last edited by Cabezaestufa; 13-06-2008 at 19:23.
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  10. #10
    Indeed, "culture" is already there. My bad!

  11. #11
    Six-star scriptmaster alvya's Avatar
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    Quote Originally Posted by pierreluc
    From a quick look I have three comments (beyond my thanks expressed above at having such handy modding tools), all on the effects file.

    1 - The random and random_list effects are modelled after Rome. I can give you syntax exemples tonight from home. In essence, random allows you to add a %chance that a given effect will trigger. If the % is not met, nothing will happen. So for instance it allows you to have an event that MAY lower your stability, but also be innocuous. The syntax looks roughly like

    random = {
    chance = x%
    stability = -1 }

    Random list allows you to have an event where any of a number of things will happen, depending on the odds you give. For instance you could have a 50/50 chance of either a loss of stability or a rebellion right there and then:

    random_list = {
    50 = { owner = { stability = -1 }
    50 = { anti_tax_rebels = 1 }
    }

    These "Random" additions really open up scripting possibilities.

    2 - With the addition of a define_adviser command (which if mirrored on the general or admiral one allows you to give a name), this is a potential workaround to those who wanted female advisors. You could create female advisor types which you can set the engine not to create randomly but which you could add by event.

    3 - When you mention that we can change the name of a province, it reminded me that, if I recall correctly, the exemple Johan gave of this also showed there exists a change_culture effect.
    I am having wet dreams with all this information.




    And thank you Cabezaestufa. A lot less work for me to search the new additions in the forum.
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  12. #12
    Publicly Certified 17blue17's Avatar
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    Thanks for the information.

    One question - I noticed yesterday that the country history files for HAB have a effect (not trigger)

    emperor = yes

    Maybe this is an effect that needs to be added to the list? Have not tried in an event.

  13. #13
    Thanks
    added to the guides section of the master mod list.
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  14. #14
    HOLY MOSES... this must have taken ages... thank you!!!

  15. #15
    In Deo salus mea Jusi's Avatar
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    Gracias!
    Great work...

  16. #16
    Just to follow up on my earlier post, I checked the syntax used in EU:Rome events in relation to random and random_list

    Indeed, random works as follows:

    random = {
    chance = x (apparently a number between 0 and 100) that represents the percentage
    stability = -1 (or whatever effect you like)
    }

    random_list works as follows:

    random_list = {
    35 = { effect 1 } (with the number representing, as far as I can tell, the % chance of that particular effect being the one resulting
    35 = { effect 2 }
    30 = { effect 3}
    }

    While none of the random_list chances ever sum up above 100 (the majority sum up exactly to 100), some only sum up to 40. I can't tell in that case if that means there is a 60% chance of nothing happening, or if the numbers used are normalized over 40, where for instance a "10" amounts to 25% (as in 10/40).

    Both random and random_list can accommodate scope changes in their effects

  17. #17

  18. #18
    Quote Originally Posted by Cabezaestufa
    I was sick of having to search a bunch of threads when looking for a specific event or trigger, so I have updated Johan's initial documents and added all info for NA and IN. ...

    Do these include the valid modifiers ? I've looked for "may_explore" for instance and didn't find it in any of these 3 docs.

    Thank you for your efforts btw.



    G.

  19. #19
    Dei Gratia author dharper's Avatar
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    Quote Originally Posted by grallonsphere
    Do these include the valid modifiers ? I've looked for "may_explore" for instance and didn't find it in any of these 3 docs.
    My understanding is that may_explore is only used in national ideas (along with may_attack_religious_enemy).
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  20. #20
    Great work - a great help! Much appreciated!

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