- Aug 28, 2013
They are called saved scopes these days, mainly cause event target got conflated with what that means in code and script documentation, they function pretty much the same you do save_scope_as = name to save them and then scope:name to find them.- Is event_target still around and has there been any important changes to how it works?
We've got those sorts of pulses and startup on actions still yes- Is there still a basic yearly, bi-yearly, every five years, etc. on_actions in vanilla, as well as a a startup on_actions in vanilla that will allow us to trigger events at the start of the game?
No, they proved to be fairly unnecessary when you don't use mean time to happen for everything so aren't checking lots of things regularly all the time to the point that going into the script system to evaluate triggers becomes a noticeable overhead.- Are pre-triggers still in?
There is a yearly_global_pulse which is fired one on Jan 1st every year and has no scope set as root or any saved scopes, that can be used as a master caller to run maintenance effects and trigger events reliably instead of needing to use a character as a dummy stand in like the Pope.- On a related vein, in CK2 a common scripting sleight of hand was to have the Pope trigger certain maintenance or narrative events since he's always around - will CK3 use a similar system or is there something in-built to take care of those kinds of situations?
There are a fair few more bells and whistles on it, mainly to make it generate better random characters in an entire culture group or inheriting a dynasty into a new house and being able to be given random traits from a list of valid ones.- Does the code for creating characters differ in CK3 from CK2 significantly, and/or has any new functionalities been added to it?
To make it a bit easier to generate nicer random characters more easily there is also a new database of scripted character templates so you can make something like new_warrior_character as a template and give them a list of things you want them to be able to get for example always giving them a martial education and a lifestyle trait that is military or fighting based as well as being able to specify some min-max bounds for martial skill and prowess.
The rest of the character's info will be determined via defaulting to whoever employs them for things like faith or specified/overridden in the create_character invocation in script.