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Thread: A Validator for EU3

  1. #61
    Publicly Certified 17blue17's Avatar
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    need to add a command

    under country commands in commands.txt need to add

    Child = { Left = "remove_fow" Right = PositiveInt }

  2. #62
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    deleted as not an error
    Last edited by 17blue17; 13-09-2009 at 07:43.

  3. #63
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    gigau: Yes, you may absolutely upload your current version. Also, can you note the differences between the new files and your originally uploaded files, as there have been some changes to the validation file structure. But if that is too tedious, don't worry about it.

    To those having problems with invalid character: The quotes you are using are "smart quotes", i.e. they bend to the left or right. I was under the impression that tha validator files only accepted "dumb quotes" such as the ones that I am using. If this is an error, it will be corrected in the next version. But considering that the paradox files appear to not be unicode, I doubt that the engine normally deals with smart quotes.

    As for events that can only be triggered - it is possible to make this distinction, but it will be messy. In essence, the solution is the same as the missions change - if there is an is_triggered_only=yes, then a node of injected!Triggered will be injected, else injected!NotTriggered will be injected. Then there will be a big mess with inheritance. It is certainly possible, but is this a likely error that people would make?
    ~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

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    Last edited by 17blue17; 13-09-2009 at 07:44.

  5. #65
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    This is a test, ignore this

    Code:
    1813 = {
    			culture = turkish
    			religion = sunni
    			change_province_name = "Uskudar"
    		}
    ~Jamie

    Download the Validator: March of the Eagles | Hoi3 | Victoria II | Ck2 | Eu3 | EU Rome | Sengoku
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  6. #66
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    Quote Originally Posted by 17blue17 View Post
    Just to clarify the quotes I am using in the event files are the standard US english keyboard "text" (just as I have typed here " "). For some reason when I copied the text and pasted on to the forum they changed. I have no idea how to even create smart quotes so I think the bug still remains. ?????

    Thank you for the wonderful tool.
    That's very strange. I've just tried copying the fragment you posted and posting it with dumb quotes, which never turned into smart quotes. I'm just curious, what text editor, browser, and OS do you use? I've never heard of this happening before.

    Could you upload that specific file with the problem? I want to see if the error happens on my computer as well.
    ~Jamie

    Download the Validator: March of the Eagles | Hoi3 | Victoria II | Ck2 | Eu3 | EU Rome | Sengoku
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  7. #67
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    Quote Originally Posted by Jamie550 View Post
    That's very strange. I've just tried copying the fragment you posted and posting it with dumb quotes, which never turned into smart quotes. I'm just curious, what text editor, browser, and OS do you use? I've never heard of this happening before.

    Could you upload that specific file with the problem? I want to see if the error happens on my computer as well.
    I went back to the event and retyped the quotes and it works now. Apparantly I copied the province names off the web and picked up some extra format like you suggested. Sorry for the false positive.

    Thanks again.
    Last edited by 17blue17; 13-09-2009 at 05:10.

  8. #68
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    some missing modifiers

    I believe you need to add to Command.txt under ModifierCommand = {

    the following:

    Optional = { Left = "leader_siege" Right = Double }
    Optional = { Left = "prestige_from_land " Right = Double }

  9. #69
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Quote Originally Posted by 17blue17 View Post
    under country commands in commands.txt need to add

    Child = { Left = "remove_fow" Right = PositiveInt }
    Quote Originally Posted by 17blue17 View Post
    I believe you need to add to Command.txt under ModifierCommand = {

    the following:

    Optional = { Left = "leader_siege" Right = Double }
    Optional = { Left = "prestige_from_land " Right = Double }
    Done, thanks. I know i must have overlooked some triggers and effects... mostly if they aren't in Cabezaestufa's list.
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  10. #70
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Quote Originally Posted by Jamie550 View Post
    gigau: Yes, you may absolutely upload your current version. Also, can you note the differences between the new files and your originally uploaded files, as there have been some changes to the validation file structure. But if that is too tedious, don't worry about it.
    I fear it'll be quite tedious... in the countries, triggers and commands files, i don' remember what i changed

    I validate the Validator a little more, and i'll upload it a little later today.
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  11. #71
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    Quote Originally Posted by gigau View Post


    I fear it'll be quite tedious... in the countries, triggers and commands files, i don' remember what i changed

    I validate the Validator a little more, and i'll upload it a little later today.
    Don't worry about it then, I just have to be careful not to overwrite some changes to the mission files again.

    Also, testing without any mods and testing with Magna Mundi might be helpful.
    ~Jamie

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  12. #72
    Quote Originally Posted by Jamie550 View Post

    As for events that can only be triggered - it is possible to make this distinction, but it will be messy. In essence, the solution is the same as the missions change - if there is an is_triggered_only=yes, then a node of injected!Triggered will be injected, else injected!NotTriggered will be injected. Then there will be a big mess with inheritance. It is certainly possible, but is this a likely error that people would make?
    I am not sure whether it is worth it (and I may even be wrong about the correct usage of FROM). Currently it creates false alarms, but if FROM is not used extensivily, it is best left to the discretion of the users of the validator.

  13. #73
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    Validator for EUIII

    A bit late (as i usually am), i'm uploading the latest version of th Validator i got. It is valid until Jamie offers us his newandd terrific version of the Bug-Buster.... i mean the Validator.

    It includes all the triggers and the commands of Cabezaestufa's list, some i found and tested in Vanilla, MEIOU and MMP, some given in this thread,...

    It is to be noted that there remains at least one "issue" : in some cases, the THIS scope for triggers will be reported as bugs, when it is used as a country scope within another country scope, or as a province scope within another province scope. In those cases, i advise you to study carefully the situation case by case.
    Last edited by gigau; 29-03-2010 at 17:13.
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  14. #74
    Publicly Certified 17blue17's Avatar
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    deleted as now fixed
    Last edited by 17blue17; 14-09-2009 at 04:52.

  15. #75
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    In post 73, i uploaded it again, with the correction.
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  16. #76
    The following commands: infantry = province_id or THIS, cavalry = province_id or THIS, artillery = province_id or THIS are province commands, according to the list, but I found several occasion (in MMP) where they are used in country scope. I can accept that with province_id the command still works but I have no idea what infantry = THIS can mean in a country scope.

    I also found that the validator differentiates between upper case and lower case, so currently it does not accepts triggers like TAG = ..., because only tag = ... is contained in the validator file.

    Next question: is_core trigger used in owner scope within a province command, can it be boolean? Currently the validator only accepts a province id or THIS.

    global_ship_cost, trade_income and naval_attrition are not accepted as valid modifiers (I think they should be).
    Last edited by lutharien; 14-09-2009 at 19:34.

  17. #77
    Magrathean Engineer Haftetavenscrap's Avatar
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    This utility is awesome! It found so many bugs that I would never have found otherwise! Thanks!

    Some problems though:
    • The Validator thinks "unit_type" is an invalid node name
    • The Validator thinks "set_global_flag" is an invalid node name
    • The Validator thinks "revolution_target" is an invalid node name
    • The Validator thinks rebels, pirates, and natives need governments, religions, capitals and primary cultures
    • Any chance of getting decision, event, common, mission etc. validation?

    Quote Originally Posted by lutharien View Post
    I also found that the validator differentiates between upper case and lower case, so currently it does not accepts triggers like TAG = ..., because only tag = ... is contained in the validator file.
    Sometimes this matters. The game will not accept culture tags with uppercase letters or country tags with lowercase, for example.
    Whole World Mod v4.999 For EU3 DWv5.1b HttTv4.1, INv3.1, NAv2.2, v1.3
    Explore the Whole World! - 643 New Provinces - 531 New Countries - Play from 1399 to 1918 - More!
    ----------------------------------------------------------------------------------------------------

    Civilization Universalis Mod v4.0 For EU3 HttT v4.1b, IN v3.1 and NA v2.2
    Raise any nation from nothing into a vast empire! - Completely unique gameplay experience!

  18. #78
    Publicly Certified 17blue17's Avatar
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    Question

    I have tested validator with my personal mod that has a custom map with lots of new provinces. In my mod file I use replace = history. The result is validator worked perfectly.

    I then used validator to test another mod that also has a custom map with lots of new provinces. Only difference was the mod file in this case uses extend = history rather than replace = history and it appears to generate false positives for province numbers greater than the standard paradox game.

    So my question is - does validator know how to handle the difference between the two above? For extend it has to use the information from both the standard game plus the information in the mod and combine them. Most mods use replace so maybe it does not know how to use extend = history? Or more likely I did something wrong and missed a setting?

  19. #79
    Publicly Certified 17blue17's Avatar
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    Quote Originally Posted by Haftetavenscrap View Post
    This utility is awesome! It found so many bugs that I would never have found otherwise! Thanks!

    Some problems though:
    • The Validator thinks "unit_type" is an invalid node name
    • The Validator thinks "set_global_flag" is an invalid node name
    • The Validator thinks "revolution_target" is an invalid node name
    • The Validator thinks rebels, pirates, and natives need governments, religions, capitals and primary cultures
    • Any chance of getting decision, event, common, mission etc. validation?

    Sometimes this matters. The game will not accept culture tags with uppercase letters or country tags with lowercase, for example.
    Question - did you download from post 1 or post 73? From you comments you are using the old original beta version in post 1 rather than the update by Gigau in post 73. I know the version in the link for post 73 fixes the unit_type problem and also handles decision, event, mission, and modifier files in the common directory. It also has a lot more information in its database thanks to Gigau.

    It still reports the rebels, pirates, and natives issues which I believe you can ignore. It also may report errors that may or may not be false positives relating to:

    1) FROM
    2) Check Variable inside a THIS

  20. #80
    Magrathean Engineer Haftetavenscrap's Avatar
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    How am I supposed to find an update when it's on page 73? Can someone move it to page one please?

    EDIT: Got the new version, why does it have MEIOU as the default setting?
    Whole World Mod v4.999 For EU3 DWv5.1b HttTv4.1, INv3.1, NAv2.2, v1.3
    Explore the Whole World! - 643 New Provinces - 531 New Countries - Play from 1399 to 1918 - More!
    ----------------------------------------------------------------------------------------------------

    Civilization Universalis Mod v4.0 For EU3 HttT v4.1b, IN v3.1 and NA v2.2
    Raise any nation from nothing into a vast empire! - Completely unique gameplay experience!

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