Crusader Kings 3 Dev Diary #30 - Event Scripting

Crusader Kings 3 Dev Diary #30 - Event Scripting

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blackninja9939

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- Is event_target still around and has there been any important changes to how it works?
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 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?
We've got those sorts of pulses and startup on actions still yes

- Are pre-triggers still in?
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.

- 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 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.

- Does the code for creating characters differ in CK3 from CK2 significantly, and/or has any new functionalities been added to it?
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.
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.
 

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I understood very little of all this but what I understood looks good, the life and history of our characters can be more entertaining and the mods will be much better done.
I do not understand people who complain or who say it is useless, this affects gameplay a lot.
 

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I, uh, am having an increasingly hard time keeping my expectations to a reasonable level.

Given the way event IDs are now defined, I wonder if something was done about the override of individual events. In CK2, this would require overriding the entire event file, with produces a lot of pointless incompatibilities and maintenance. Being able to redefine an event from scratch, by simply reusing its ID in another file, would already be a huge improvement.

I have a similar question about scripted triggers/effects/scores. In CK2, all scripted blocks with the same name would be appended together by file load order, which allowed for some hacks but was just clunky and counterintuitive more often than not. Is there any change in that regard?

Finally, it appears that the new inline scripted blocks are tied to files. Wouldn't it make more sense for them to be assigned to the namespace instead?
 

LordofLight

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We'll all spend countless hours playing mods and total conversions.

So this Dev Diary just tells me that these mods will be even better due to the enhanced scripting. And what not.

Now this excites me more than CK3 itself.
 

LeSingeAffame

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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.
Thanks a lot for that!
 
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cybrxkhan

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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.


We've got those sorts of pulses and startup on actions still yes


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.


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.
THanks for the quick responses, looks all good to me! The yearly_global_pulse seems like a simple but good solution for the Pope sleight of hand.

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.
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.
Couple follow up questions to this:

- So if I understand it there won't be the CK2 system where it's create_character and then five different types of create_character for every attribute/education type (i.e. create priest, create soldier, etc.), and instead I can make a custom create_character like, for example, "new_hot_character" which will make a character that always as a minimum has traits to make them attractive?
- When you say there's a database of scripted character templates, do you mean there's a unique file or folder that is focused purely on scripting new character creation templates, or this is more just a standard scripted effect?

Thanks again for the response!
 

vandevere

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Will the Pope be given more to do?: As of CK2, he only seems to Call for Crusades-something he can only do once every ten years, I think-and Excommunicate Rulers.

If the Pope is given more things to do every year, he might Excommunicate less...
 

LordofLight

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NOT the thing you should feed to the fans you are already blueballing harshly by lack of any new materials
Dunno this is pretty great because it reinforces the fact that modding will be expanded upon in CK3. I guess if you don't use mods its not exciting.

Not sure about the lack of new materials thing though, all the dev diaries so far have been quite good. And thats coming from someone who read all the previews and watched all the videos of CK3.
 

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This, while certainly useful, is NOT the thing you should feed to the fans you are already blueballing harshly by lack of any new materials not even 3 months before release.
Dunno this is pretty great because it reinforces the fact that modding will be expanded upon in CK3. I guess if you don't use mods its not exciting.
This dev diary isn't just an indication of new modding features (though they are extremely exciting for the many modders and their many more players) but also a general indication of CK3's new scripting capabilities, hygiene, and performance over CK2. Exciting news for anyone interested in (script-related) performance improvements, new capabilities, ease of future bug fixing, integration of future features with existing content (I'm looking at you personal combat skill rebalancing), and the ability of both Paradox and modders to make as much quality content as possible in a given time period that will require as little revisiting in the future to be integrated with later additions. Some parts of the line-by-line might not be relevant to everyone, sure, but the gist of the information presented here is something for everyone to be excited about
 

LeSingeAffame

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This, while certainly useful, is NOT the thing you should feed to the fans you are already blueballing harshly by lack of any new materials not even 3 months before release.
Wrong.
 

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Well, this is an interesting dev diary. So it is cleaner version compared to CK2. This is always nice. Good job and I am looking forward how this will pan out.

It should also make modding a bit easier I guess. Maybe I should reactivate my rusty script skills to mod my wish for the three-way-split for the Soumensko faith in that I wanted.

Edit: I just realized that there is no post about this on twitter? Also looked at facebook. Is the Social Media team asleep with this DD?
 
Last edited:

blackninja9939

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- So if I understand it there won't be the CK2 system where it's create_character and then five different types of create_character for every attribute/education type (i.e. create priest, create soldier, etc.), and instead I can make a custom create_character like, for example, "new_hot_character" which will make a character that always as a minimum has traits to make them attractive?
Exactly! There is a line in the effect where you would do template = new_hot_character and that will then be the base for them

- When you say there's a database of scripted character templates, do you mean there's a unique file or folder that is focused purely on scripting new character creation templates, or this is more just a standard scripted effect?
Its a unique database folder, common/scripted_character_templates, where the entries made in files there have a key and then all the various values you want and can use it in the effect like I mentioned above by doing template = key_of_entry.
 

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However, in CK2, these scripted triggers had to be stored inside a specific folder in /common, separate from the events (and other script) that they referenced.
Good to see

This was very annoying when I wanted to edit some portrait triggers for personal use, since editing common changed checksum (whereas portrait triggers did not), thus needing a big copy operation.
 
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Exactly! There is a line in the effect where you would do template = new_hot_character and that will then be the base for them


Its a unique database folder, common/scripted_character_templates, where the entries made in files there have a key and then all the various values you want and can use it in the effect like I mentioned above by doing template = key_of_entry.
Oh wow this is really, really handy, as I make quite a bit of use of create_character in CK2 currently, and while the current system works it can be clunky if you're doing more complex things with it as you probably well know. Thanks for the clarification!
 

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