Event help! Scoping to / triggering at a planet with an existing flag

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Garnrag

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Help me, Modding Community, you're my only hope!

I'm trying to create an event that will fire on game start. I've created an on_actions file for it, placed it in the install directory's common\on_actions folder. My event file is in the mod directory's events folder, and it's being picked up by the game because I'm getting errors about it in the error log.

I have several planets I want to set specific modifiers or deposits to, but here's an example of the first one. I assumed my problem is in how I'm trying to scope to the planet, but I'm seeing hundreds of 'corrupt event table entry' errors in the error log, and it seems to be complaining about just about everything!

Code:
namespace = bespoke_start

event = {
    id = bespoke_start.1
    hide_window = yes
    is_triggered_only = yes

    immediate = {
        limit = {
            any_galaxy_planet = { has_planet_flag = bespoke_capital } #relic world
            }
            immediate = {
                set_planet_size = 25
                add_modifier = { modifier = atmospheric_hallucinogen_good days = -1 }
                add_modifier = { modifier = asteroid_belt days = -1 }
                remove_deposit = d_failing_infrastructure
                remove_deposit = d_failing_infrastructure
                remove_deposit = d_decrepit_dwellings
                add_deposit = d_collapsed_spire
                add_deposit = d_crumbling_mining_tunnels
                add_deposit = d_flooded_reactor_pits
                add_deposit = d_massive_crevice
                add_deposit = d_shattered_solar_array
            }
    }
}
 

Garnrag

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Most of the planets I want to customize are outside the capital system; maybe I could define their modifiers and deposits in the initializer and scope to capital system with the planet flags to make this one fire properly??
 

James Fire

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You need the limit in an if block. But that also wouldn't solve anything.

If you want to scope to planets that have that flag, you would do

every_galaxy_planet = { limit = { has_planet_flag = bespoke_capital #relic world } #Effects here }

Doing the any_galaxy_planet check you have just checks if any planet has it, and then does the stuff to whatever you are scoped to. If you used an 'if', that would be every planet in the galaxy, I believe.