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Thread: If you could have a new trigger/effect/scope...

  1. #1
    Lt. General Alpha Zeke's Avatar
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    If you could have a new trigger/effect/scope...

    What would it be? I am trying to compile a list of the most needed codes so that maybe we could get some of them.

    My top 3 currently would be:


    Effects:
    Province Scope:
    religion = THIS

    Country Scope:
    Create/Disband Personal Unions
    Scriptable Diplomatic Options (Military Access, Embargo, Warning/Guarantee etc.)
    Change Default Unit

    Both:
    Disband Unit

    N/A Scope:
    Ability to silence events ( Silent = yes/no)


    Triggers:
    Province Scope:
    Strength of Unit = x
    (typeofunit)_in_province = x

    Country Scope:
    default_unit = x

    Both:

    N/A Scope:
    OR_list_x (Would activate if x number of conditions are met, not always one, sometimes two or three out of several more)


    Scope:
    Province Scope:
    connected_to_capital_by_land = yes/no

    Country Scope:
    Both:
    N/A Scope:


    I believe they are all self explanatory, and probably written out more than necessary to get the point through. Would you add anything to this list? Do you think this list has things that could be added/removed/changed?

    Please share, as I wish for this to become the central thread for this topic.

    I do truly believe that, at least what I have added myself, are things that could truly help us modders to bolster the abilities of the game.

    EDIT 8 April, 2012: Added and reorganized some things
    Last edited by Alpha Zeke; 09-04-2012 at 03:00.

  2. #2
    Field Marshal jdrou's Avatar
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    There is already a marriage_with trigger; how would this work differently?

    How would death_of_monarch work? I would think it would only be true for an instant so very unlikely any event using it would ever fire. Have you looked at the on_actions.txt file? Not sure if the existing options cover all possibilities for monarch death but that's probably what you really want.

    (I certainly agree on the union effects and region trigger.)
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  3. #3
    Lt. General Alpha Zeke's Avatar
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    The death_of_monarch would be used so that you could trigger an event immediately when he dies, but only if he dies and other conditions are present. I am not so sure that on_actions could use this. I suppose though that it may not be a very viable option to create though, which is understandable.

    I completely mis thought about the marriage trigger, and justly removed the one I proposed.

    Thank you for your input!

  4. #4
    Field Marshal jdrou's Avatar
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    Quote Originally Posted by Alpha Zeke View Post
    The death_of_monarch would be used so that you could trigger an event immediately when he dies, but only if he dies and other conditions are present. I am not so sure that on_actions could use this.
    That is exactly what on_actions does; without on_actions you can't trigger an event instantly on death. That's why that feature was added to the game, so you could do things like this. Look at the existing events triggered by on_new_monarch for example; you use that to trigger a triggered_only event then the actual triggers for that event determine if the event actually fires.
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  5. #5
    Lt. General Alpha Zeke's Avatar
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    I see. Well I can't believe I forgot about that, it was one of the first things I used when I started my lasted mod. Silly me. I do wonder if there is a list of on_actions that are available? Or only the ones that are listen within? Also, if multible events are listed, do they all take effect? Do the ones that have met triggers take effect? Does the first take effect? Etc.

    Although I believe this discussion should be brought somewhere else, maybe PM?

  6. #6
    Field Marshal jdrou's Avatar
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    Quote Originally Posted by Alpha Zeke View Post
    I do wonder if there is a list of on_actions that are available? Or only the ones that are listen within?
    Pretty sure only the listed ones are available.
    Also, if multible events are listed, do they all take effect? Do the ones that have met triggers take effect? Does the first take effect? Etc.
    All events listed whose triggers are met would take effect.
    If you have any other questions about on_actions you should probably start a new thread for that instead of PM so possibly people who have actually modded on_actions could also assist.
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  7. #7
    Scio quod nesciam. MrTaxman's Avatar
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    Personally, I would like a hard coded version of the claim timer system (like from D&T).
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  8. #8
    Lt. General Alpha Zeke's Avatar
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    What do you mean by a hardcoded claim timer? I mean, the one that is in use there is very effectual, so I'm not quite sure if another new item is needed.

  9. #9
    Lt. General Alpha Zeke's Avatar
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    shameful bump for attention

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    Field Marshal jdrou's Avatar
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    Basically all diplomatic actions should have equivalent scriptable effects.
    Others we are currently missing are military access and warning/guarantee.
    "The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." --H. L. Mencken

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  11. #11
    Scio quod nesciam. MrTaxman's Avatar
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    Quote Originally Posted by Alpha Zeke View Post
    What do you mean by a hardcoded claim timer? I mean, the one that is in use there is very effectual, so I'm not quite sure if another new item is needed.
    I mean, that you could type something like:
    Code:
    claim = england
    and have it kick in at a preset % (say 60) unless you added the line:
    Code:
    amount = 90
    If it were done like this, you wouldn't need to have a claim timer event, it would be hard coded. Maybe it's just a pipe dream... I'll agree, the claim_timer system works well... but it requires a lot of "Ok, now I've got to remember to add this to the firing event" and "What happens if the claim timer nation is eliminated" etc.

    EDIT: Or even leaving the code like this:
    Code:
    claim = { what = england amount = 60 }
    But eliminating the rest of the necessary modding steps.

    EDIT:
    How about a little definition line, like: is_colonizer = yes/no
    That way you could make lower tech nations that could colonize, and higher tech ones that don't!
    Last edited by MrTaxman; 03-04-2012 at 23:45.
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  12. #12
    Scio quod nesciam. MrTaxman's Avatar
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    OK, after working with a culture switching even, I now DESPERATELY want this:

    silent = yes

    For those one option events, so that you don't get a pop-up!
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  13. #13
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    A few I'd like to see:

    1. We have units_, infantry_, and galleys_in_province. We don't have the obviously useful ships_in_province or troops_in_province, nor triggers for the other 5 unit types. I'd like to have them.

    2. I'd like to have an effect with which we can change a countries default unit types ahead of time, so we can give it to the countries which actually came up with the type, before the tech level where everyone gets it.

    3. And I very much like "disband". (We had it in EUII). I'd really like it if we could use it with #s LESS THAN one, so we could disband, automatically, a % of our units. So we'd have the options of disbanding a specific number of infantry regiments or lightships, OR a % of our regiments or lightships. This would be a big help with events helping the AI.

    And this command would ideally be useable with the 1st I listed. So we could look for troops overseas, in (former) enemy territory, and disband them.

    4. To work with "disband" and "<units>_in_", it would help to have a trigger for units below a given strength. Like "NOT = { strength = 0.5 }", so we could disband damaged units 1st.

    EDIT: Had to leave the PC to drive my wife to work.

    5. I'd like to have a trigger like "any_<unit>", to work with the above.

    6. I'm less sure how to phrase this, but a trigger for units not of one's default type. This would mostly work for ships, but picking outdated ones to disband.
    Last edited by George LeS; 05-04-2012 at 14:09.
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    Scio quod nesciam. MrTaxman's Avatar
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    I would also love an expanded OR, that chooses 2, 3, 4, 5 etc.

    ANDOR2 = { list } any TWO from that list
    ANDOR3 = { list } any THREE from that list
    ANDOR4 = { list } any FOUR from that list

    You get the idea
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    Lt. General Alpha Zeke's Avatar
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    Updated, I believe I got everything except the claim timer things as that is more hard coding work, and not exactly what the point of this thread is, although a good idea.

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    Scio quod nesciam. MrTaxman's Avatar
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    Quote Originally Posted by Alpha Zeke View Post
    Updated, I believe I got everything except the claim timer things as that is more hard coding work, and not exactly what the point of this thread is, although a good idea.
    Meh, I figured I'd throw it out there anyway. But I like the ideas in this thread!
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  17. #17
    Lt. General Alpha Zeke's Avatar
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    I personally badly need the dynasty ones. Not only for my mod, but it just seems like those should be there anyway. Why have a feature of the game hold so much potential and then not be used?

  18. #18
    Prime Minister lukew's Avatar
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    A scope for owning a certain number of provinces in a region would be nice (instead of messy claim triggers).

    Quote Originally Posted by MrTaxman View Post
    Personally, I would like a hard coded version of the claim timer system (like from D&T).
    The claim timer system is a bit of a mess, it would be better to have new scopes (like the one mentioned above) and at least the ability to localise claim timers would be nice.
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  19. #19
    Scio quod nesciam. MrTaxman's Avatar
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    Quote Originally Posted by lukew View Post
    A scope for owning a certain number of provinces in a region would be nice (instead of messy claim triggers).



    The claim timer system is a bit of a mess, it would be better to have new scopes (like the one mentioned above) and at least the ability to localise claim timers would be nice.
    Yeah, what he said!
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  20. #20
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    Religion = THIS as a province effect.
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