Hi,
I wanted to first thank you for this thread. It's been a tremendous help for me, and I've managed to successfully code my first event, in that it technically works as it should. However, I seem to having a couple of problems, so if anybody can answer my questions, I'll be grateful.
Firstly, for some reason, the text for the event is not displaying. I already have the text typed up in the localisation folder, but the game simply displays the line I put in the text document (i.e. the desc and option name). So if the code below is my event, then in the description, it'd say "life.event.1" instead of something like "Today I did this and that and this." Previously I tried having it as "EVTDESC123456789" but the game also displays "EVTDESC123456789" in-game, even though I do have text in the localisation. I suspect there's nothing wrong with the code itself for this matter, but it perhaps is something related to the localisation. Do I have to do the localisation in a certain way? I copied exactly from the original game's .csv files, but I just noticed that some of the entries were spread across different columns, rather than one column - if I have to do that, how do I know how to spread it across columns, like do I just put a word or two in each column, or do I have to do it a certain way?
Secondly, I'm still a bit confused about events start. For the code below, I just copied from one of the vanilla events; however, I don't know if this event will trigger randomly in-game (so far I've only brought it up using console commands). So I guess my question is this - will this event, with the current code I have now, be able to fire up randomly so long as the triggers are met? Or do I have to add a line or remove a line (like the is_triggered_only = yes)?
I hope I wasn't too confusing, and I want to thank you in advance for everybody's help. I've provided the code of my event below for reference:
##Charitable - Give Beggar Money##
character_event = {
id = 123456789
desc = life.event.1
picture = GFX_evt_market
min_age = 16
capable_only = yes
prisoner = no
is_triggered_only = yes
trigger = {
trait = charitable
in_command = no
}
mean_time_to_happen = {
days = 1
modifier = {
factor = 1.1
trait = kind
}
}
option = {
name = life.event.1a #Give a little bit of money
piety = 10
treasury = -1
}
option = {
name = life.event.1b #Give entire purse
piety = 25
treasury = -5
}
}