One more question :
There are two other commands i don't know how to deal with :
policy_slider = Int
specific_tech = Int
A little help please ?
Had an epiphany... got it to work.

































One more question :
There are two other commands i don't know how to deal with :
policy_slider = Int
specific_tech = Int
A little help please ?
Had an epiphany... got it to work.
Last edited by gigau; 06-09-2009 at 00:10.
• Auretus Ornithorhynchus anatinus, in hoc signo vinces. In honorem Paradox! • Awarded the SAS Award for Forum Dedication • <:3 )~~~ Mice over Rabbits •• Crusader Kings II --- Planning a map mod, the name of which remains to be determined
• Europa Universalis III : Divine Wind --- The EUIII Master Mod List (last update 7-March-2013)
MEIOU:Tokgawa's Destiny, a mod giving you a new map, a new experience,... - Quezako ?
•If you have zero infamy, then you're wasting everybody's forgiveness. - Zzzzz... •MEIOU Subforum in english --- Enfillade MEIOU en Français --- MEIOU auf Deutsch
My AAR : Aragón and its Place in European History
• Mount & Blade Warband : ♖ Draper in the Noble Order of the Platypus - Impatient archer, reckless infantry and ridiculous cavalier
• Werewolf, come join the hunt here --- Wins : as seer 1/1, as villager 2/10, as wolf 1/5 - Hosted 2 WWLite,
Jamie550 thank you for the great tool.
Gigau - thank you for the uploads. You might want to add to history countries just below:
the following:Code:Single = { Left = "technology_group" Right = TechGroup }
Code:Optional = { Left = "unit_type" Right = TechGroup }

































Indeed, thanks.
As for uploads, i hope to be able to upload a nearly finished version tommorrow based on Cabezaestufa's full list of event triggers, effects and scopes.
• Auretus Ornithorhynchus anatinus, in hoc signo vinces. In honorem Paradox! • Awarded the SAS Award for Forum Dedication • <:3 )~~~ Mice over Rabbits •• Crusader Kings II --- Planning a map mod, the name of which remains to be determined
• Europa Universalis III : Divine Wind --- The EUIII Master Mod List (last update 7-March-2013)
MEIOU:Tokgawa's Destiny, a mod giving you a new map, a new experience,... - Quezako ?
•If you have zero infamy, then you're wasting everybody's forgiveness. - Zzzzz... •MEIOU Subforum in english --- Enfillade MEIOU en Français --- MEIOU auf Deutsch
My AAR : Aragón and its Place in European History
• Mount & Blade Warband : ♖ Draper in the Noble Order of the Platypus - Impatient archer, reckless infantry and ridiculous cavalier
• Werewolf, come join the hunt here --- Wins : as seer 1/1, as villager 2/10, as wolf 1/5 - Hosted 2 WWLite,
Right now, there is no SeaProvince. You can get one by adding an entry to Eu3.gam.txt under TypeDefinitions.
SeaProvince = { FileGroup = { Path = "map\default.map" } SelectPath = "sea_starts\Item\!" }
This will open the default.map file, select all nodes named sea_starts (there is only one here), then select all nodes named Item (when there is a list like in sea_starts, the parser translates it into sea_starts = { Item = 144 Item = 145 ... }, then select the right side of the item.
I'm planning to add SeaProvince in code, since Province and LandProvince are already defined in code. But for now you can add SeaProvince, and it should work.
gigau: May I integrate your work into the next version of the validator?
~Jamie
Download the Validator: March of the Eagles | Hoi3 | Victoria II | Ck2 | Eu3 | EU Rome | Sengoku
v1.2 released 5 December 2012 | v1.3 RC12 released 6 June 2013
Very nice work. Am very tired right now so I haven't given it more than a cursory glance, but a big thank you for sharing this with us!

































Thanks a lot. Implementing it now
I've managed to add several things on my own allong the lines of what you explained. But i'm still stuck on something : i've added the modifers (triggered, event or static ones) in the TypeDefinitions, to use them elsewhere. I'd also like the validator to check the commands of these modifiers. The trick is that most of these commands do not work in events/decisions/missions, and vice-versa. Is there some simple way to add this feature ?
Obviously, my friend. By the end of the day, i should be upload a close-enough-to-final (in case i've missed some commands and triggers) version for you to implement.
• Auretus Ornithorhynchus anatinus, in hoc signo vinces. In honorem Paradox! • Awarded the SAS Award for Forum Dedication • <:3 )~~~ Mice over Rabbits •• Crusader Kings II --- Planning a map mod, the name of which remains to be determined
• Europa Universalis III : Divine Wind --- The EUIII Master Mod List (last update 7-March-2013)
MEIOU:Tokgawa's Destiny, a mod giving you a new map, a new experience,... - Quezako ?
•If you have zero infamy, then you're wasting everybody's forgiveness. - Zzzzz... •MEIOU Subforum in english --- Enfillade MEIOU en Français --- MEIOU auf Deutsch
My AAR : Aragón and its Place in European History
• Mount & Blade Warband : ♖ Draper in the Noble Order of the Platypus - Impatient archer, reckless infantry and ridiculous cavalier
• Werewolf, come join the hunt here --- Wins : as seer 1/1, as villager 2/10, as wolf 1/5 - Hosted 2 WWLite,
I'm not quite sure what you mean. Do you mean: You have three commands A, B, and C. A only works for events, C only works for modifiers, and B works for both events and modifiers.
In this case, the best way is to make a "hierarchy" of types. Your base type would have B in it, while your modifier type would inherit from the base type and add C, while your event type would also inherit from the base type and add A. It would look something like this:
CommandBase={
Optional={Left=B Right = Int}
}
EventCommand={
Inherits = CommandBase
Optional = { Left = A Right = Int }
}
ModifierCommand={
Inherits=CommandBase
Optional = { Left = C Right = Int }
}
So something with a type of ModifierCommand could use both B and C, while something with a type of EventCommand could use both A and B.
Note: Each type can have as many <Inherits> clauses as it wants.
~Jamie
Download the Validator: March of the Eagles | Hoi3 | Victoria II | Ck2 | Eu3 | EU Rome | Sengoku
v1.2 released 5 December 2012 | v1.3 RC12 released 6 June 2013

































After burning a bunch of my last neurones and thinking it through the night, i give up and ask you : how can i script the following ?
Code:random = { chance = Int [Command] } random_list = { Int = { [Command1] } Int = { [Command2] } ... }
My problem is that the part [Command] has a Left, but not Right.... Help ?
After that, i think the tool is mostly over... so it should be my last question.... probably![]()
• Auretus Ornithorhynchus anatinus, in hoc signo vinces. In honorem Paradox! • Awarded the SAS Award for Forum Dedication • <:3 )~~~ Mice over Rabbits •• Crusader Kings II --- Planning a map mod, the name of which remains to be determined
• Europa Universalis III : Divine Wind --- The EUIII Master Mod List (last update 7-March-2013)
MEIOU:Tokgawa's Destiny, a mod giving you a new map, a new experience,... - Quezako ?
•If you have zero infamy, then you're wasting everybody's forgiveness. - Zzzzz... •MEIOU Subforum in english --- Enfillade MEIOU en Français --- MEIOU auf Deutsch
My AAR : Aragón and its Place in European History
• Mount & Blade Warband : ♖ Draper in the Noble Order of the Platypus - Impatient archer, reckless infantry and ridiculous cavalier
• Werewolf, come join the hunt here --- Wins : as seer 1/1, as villager 2/10, as wolf 1/5 - Hosted 2 WWLite,
So [Command] is a list of commands? E.g. <random = { chance = 50 money = 500 prestige = 50 }>?
You need a new type that inherits from CountryCommand (or whatever) and adds the chance command:
RandomCommand = {
Inherits = CountryCommand
Single = { Left = "chance" Right = Int }
}
And then whereever the random belongs, you would put
Child = { Left = "random" Right = RandomCommand }
Then you need a random_list type.
RandomList = {
Child = { Left = { Type = Int } Right = CountryCommand }
}
And somewhere
Child = { Left = "random_list" Right = RandomList }.
~Jamie
Download the Validator: March of the Eagles | Hoi3 | Victoria II | Ck2 | Eu3 | EU Rome | Sengoku
v1.2 released 5 December 2012 | v1.3 RC12 released 6 June 2013

































• Auretus Ornithorhynchus anatinus, in hoc signo vinces. In honorem Paradox! • Awarded the SAS Award for Forum Dedication • <:3 )~~~ Mice over Rabbits •• Crusader Kings II --- Planning a map mod, the name of which remains to be determined
• Europa Universalis III : Divine Wind --- The EUIII Master Mod List (last update 7-March-2013)
MEIOU:Tokgawa's Destiny, a mod giving you a new map, a new experience,... - Quezako ?
•If you have zero infamy, then you're wasting everybody's forgiveness. - Zzzzz... •MEIOU Subforum in english --- Enfillade MEIOU en Français --- MEIOU auf Deutsch
My AAR : Aragón and its Place in European History
• Mount & Blade Warband : ♖ Draper in the Noble Order of the Platypus - Impatient archer, reckless infantry and ridiculous cavalier
• Werewolf, come join the hunt here --- Wins : as seer 1/1, as villager 2/10, as wolf 1/5 - Hosted 2 WWLite,
Yes, you can keep it all in the commands file.
As for the modifier files, it is actually slightly complicated. Are all modifier files the exact same format, with a lot of <modifiername = { effects }> clauses? If so, the following skeleton should work. (name it Modifiers.txt).
Then you would add <Include = "Eu3\Modifiers"> to the bottom in Eu3.gam.txt.Code:Definition = { ValidatorDefinitions = { ModifierFile = { FriendlyName = "Modifiers" FileGroup = { Path = "common" SearchPattern = "*_modifiers.txt" } Description = "Validates the modifier files." ValidatorName = ModifierFile StartString = "Beginning modifier validation..." FinishString = "Modifier validation complete." } } Types = { ModifierFile = { Child = { Left = { Type = String } Right = ModifierCommand } } } }
~Jamie
Download the Validator: March of the Eagles | Hoi3 | Victoria II | Ck2 | Eu3 | EU Rome | Sengoku
v1.2 released 5 December 2012 | v1.3 RC12 released 6 June 2013

































The structure would rather be :
But the validator reports all the "icon" entries of the modifer files, even if i remove it from here and put it as a command.Code:Types = { ModifierFile = { Optional = { Left = "trigger" Right = CountryTrigger } Child = { Left = { Type = String } Right = ModifierCommand } Optional = { Left = "icon" Right = Int } } }
Basically, all the modifers have at least one command. Most also have an entry [icon = Int]. And the triggered_modifiers has a [trigger = { [triggers] }] entry.
did i script the Modifiers.txt file right ?
• Auretus Ornithorhynchus anatinus, in hoc signo vinces. In honorem Paradox! • Awarded the SAS Award for Forum Dedication • <:3 )~~~ Mice over Rabbits •• Crusader Kings II --- Planning a map mod, the name of which remains to be determined
• Europa Universalis III : Divine Wind --- The EUIII Master Mod List (last update 7-March-2013)
MEIOU:Tokgawa's Destiny, a mod giving you a new map, a new experience,... - Quezako ?
•If you have zero infamy, then you're wasting everybody's forgiveness. - Zzzzz... •MEIOU Subforum in english --- Enfillade MEIOU en Français --- MEIOU auf Deutsch
My AAR : Aragón and its Place in European History
• Mount & Blade Warband : ♖ Draper in the Noble Order of the Platypus - Impatient archer, reckless infantry and ridiculous cavalier
• Werewolf, come join the hunt here --- Wins : as seer 1/1, as villager 2/10, as wolf 1/5 - Hosted 2 WWLite,
Well, ModifierFile itself only has a single type of child - the type with a string on the left and effects (possibly including an icon or trigger) on the right. So ModifierFile would be <ModifierFile = { Child = { Left = { Type = String } Right = Modifier } }>.
Then Modifier would contain commands, the icon, and triggers.
Modifier = {
Inherits = ModifierCommand # To allow all commands we want
Optional = { Left = "trigger" Right = CountryTrigger }
Optional = { Left = "icon" Right = Int }
}
~Jamie
Download the Validator: March of the Eagles | Hoi3 | Victoria II | Ck2 | Eu3 | EU Rome | Sengoku
v1.2 released 5 December 2012 | v1.3 RC12 released 6 June 2013

































After reading your post and half an hour of trials-errors, i got it to work (i was already using "Modifier" script somewhere, messing me up). The only thing is that it doesn't seem to check the triggers of the triggered_modifiers despite asking it to...(Scratch that last one)
I really love your tool.
One comment though : if there is a command or a trigger that is not in the files, it simply overlooks it. For example, if you write [satbility = -1], it'll be overlooked. Could your tool point out the trigger and commands it doesn't recognize ? Or is that too heavy ?
A few more things to add and tests, and i'll upload the files.
Last edited by gigau; 06-09-2009 at 13:38.
• Auretus Ornithorhynchus anatinus, in hoc signo vinces. In honorem Paradox! • Awarded the SAS Award for Forum Dedication • <:3 )~~~ Mice over Rabbits •• Crusader Kings II --- Planning a map mod, the name of which remains to be determined
• Europa Universalis III : Divine Wind --- The EUIII Master Mod List (last update 7-March-2013)
MEIOU:Tokgawa's Destiny, a mod giving you a new map, a new experience,... - Quezako ?
•If you have zero infamy, then you're wasting everybody's forgiveness. - Zzzzz... •MEIOU Subforum in english --- Enfillade MEIOU en Français --- MEIOU auf Deutsch
My AAR : Aragón and its Place in European History
• Mount & Blade Warband : ♖ Draper in the Noble Order of the Platypus - Impatient archer, reckless infantry and ridiculous cavalier
• Werewolf, come join the hunt here --- Wins : as seer 1/1, as villager 2/10, as wolf 1/5 - Hosted 2 WWLite,
It shouldn't do that. Do you still have Debug={} anywhere? Debug={} basically swallows everything that isn't matched - useful for making sure there are no errors with your current commands, but not in the final version.
~Jamie
Download the Validator: March of the Eagles | Hoi3 | Victoria II | Ck2 | Eu3 | EU Rome | Sengoku
v1.2 released 5 December 2012 | v1.3 RC12 released 6 June 2013

































I go all the [debug = {}] you put, plus one or two i add with my new entries (like BaseCommand and ModifierCommand), but still... if in an event, i have nu_of_cities (instead of num_of_cities), the validators doesn't react...
• Auretus Ornithorhynchus anatinus, in hoc signo vinces. In honorem Paradox! • Awarded the SAS Award for Forum Dedication • <:3 )~~~ Mice over Rabbits •• Crusader Kings II --- Planning a map mod, the name of which remains to be determined
• Europa Universalis III : Divine Wind --- The EUIII Master Mod List (last update 7-March-2013)
MEIOU:Tokgawa's Destiny, a mod giving you a new map, a new experience,... - Quezako ?
•If you have zero infamy, then you're wasting everybody's forgiveness. - Zzzzz... •MEIOU Subforum in english --- Enfillade MEIOU en Français --- MEIOU auf Deutsch
My AAR : Aragón and its Place in European History
• Mount & Blade Warband : ♖ Draper in the Noble Order of the Platypus - Impatient archer, reckless infantry and ridiculous cavalier
• Werewolf, come join the hunt here --- Wins : as seer 1/1, as villager 2/10, as wolf 1/5 - Hosted 2 WWLite,
~Jamie
Download the Validator: March of the Eagles | Hoi3 | Victoria II | Ck2 | Eu3 | EU Rome | Sengoku
v1.2 released 5 December 2012 | v1.3 RC12 released 6 June 2013

































OK, got it... i thought i needed the [Debug] entries. Removed them, and it works ok now. Thanks.
• Auretus Ornithorhynchus anatinus, in hoc signo vinces. In honorem Paradox! • Awarded the SAS Award for Forum Dedication • <:3 )~~~ Mice over Rabbits •• Crusader Kings II --- Planning a map mod, the name of which remains to be determined
• Europa Universalis III : Divine Wind --- The EUIII Master Mod List (last update 7-March-2013)
MEIOU:Tokgawa's Destiny, a mod giving you a new map, a new experience,... - Quezako ?
•If you have zero infamy, then you're wasting everybody's forgiveness. - Zzzzz... •MEIOU Subforum in english --- Enfillade MEIOU en Français --- MEIOU auf Deutsch
My AAR : Aragón and its Place in European History
• Mount & Blade Warband : ♖ Draper in the Noble Order of the Platypus - Impatient archer, reckless infantry and ridiculous cavalier
• Werewolf, come join the hunt here --- Wins : as seer 1/1, as villager 2/10, as wolf 1/5 - Hosted 2 WWLite,

































Turns out that removing the [Debug = { }] entries showed me quite e few things i still need to do regarding the EUIII files of the Validator. I should have it finished by the end of the week. Although, if you want to help me validate the Validator, tell me ; i can upload the files in the current status, and upload them again when it's finished.
I'm going to repeat my self but.... although i've burned quite a few neurones on the tool, it is really awesome. The more i work on it and discover its potential, the more i love it.
• Auretus Ornithorhynchus anatinus, in hoc signo vinces. In honorem Paradox! • Awarded the SAS Award for Forum Dedication • <:3 )~~~ Mice over Rabbits •• Crusader Kings II --- Planning a map mod, the name of which remains to be determined
• Europa Universalis III : Divine Wind --- The EUIII Master Mod List (last update 7-March-2013)
MEIOU:Tokgawa's Destiny, a mod giving you a new map, a new experience,... - Quezako ?
•If you have zero infamy, then you're wasting everybody's forgiveness. - Zzzzz... •MEIOU Subforum in english --- Enfillade MEIOU en Français --- MEIOU auf Deutsch
My AAR : Aragón and its Place in European History
• Mount & Blade Warband : ♖ Draper in the Noble Order of the Platypus - Impatient archer, reckless infantry and ridiculous cavalier
• Werewolf, come join the hunt here --- Wins : as seer 1/1, as villager 2/10, as wolf 1/5 - Hosted 2 WWLite,