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G-Flex

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It definitely works to set religion (see: Sunset Invasion scripts) and it is also used to check the religion of a province to see if it matches that of a character/other province. It's not listed as working for provinces as a condition in the wiki, but I'm not sure why.
 

jursamaj

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What is a "Long Event"? I see this in the coding for tutorial events, and I have o clue what they are. How are they different from normal events?
Here it is
Code:
    option = {
        name = "EVTOPTA107000"
        hidden_tooltip = { long_character_event = { id = 107005 days = 5 } }
    }

EDIT: When major = yes is put into an events code, what does that mean?
long_character_event also appears in wol_business_events.txt & wol_war_events.txt (total of 10 events). It looks like it just gives you more room for text. Check out gfx/interface/event_narrative_bg.dds & gfx/interface/event_normal_bg.dds.
 

theStormWeaver

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Ok I had it working for a little bit but then the house of cards came down. Now I cant get the first event to fire. Please help.
Code:
character_event = {
    id = equal.00
    desc = EVTDESCEQL00
    trigger = {
        #on_chronicle_start = yes
        NOT{ has_global_flag = random_religions_made_flag }
        #religion = noreligion
    }
    option = {
        name = EQUALDESABRA
        character_event = { id = equal.1}
        #trigger = { ai = no }
    }
    option = {
        name = EQUALDESPAGAN
#        trigger = {
#            ai = no
#            has_dlc = "The Old Gods"
#        }
        character_event = {id = equal.02}
    }
    option = {
        name = EQUALDESINDIA
#        trigger = {
#        #    ai = no
#            has_dlc = "Rajas of India"
#        }
        character_event = {id = equal.04}
    }
}
It needs to be

Code:
NOT = { has_global_flag = random_religions_made_flag }
 

Orinsul

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Where in the save file, is the event that is currently popped up/active?

I've got a blank event (sometime wrong with it so no message and no buttons), but I can't remember what to look for in the save file to identify it with.
But I know you can, as It's happened in the past.
 

Valikdu

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This building is supposed to be built on startup, in two existing holdings. It doesn't show up.

Code:
temple = {
pyramid_super_1 = {
        potential = {
            FROMFROM = {
                OR = {
                    title = b_tikhvin
                    title = b_yuriev
                    #both are pre-built temple holdings
                }
            }
        }
        desc = pyramid_super_desc_1
     
        trigger = { TECH_TEMPLE_CONSTRUCTION = 0 }
        gold_cost = 0
        build_time = 0

        culture_techpoints = 0.05
        liege_piety = 0.10
        monthly_character_piety = 0.10

        ai_creation_factor = 100

        extra_tech_building_start = -2.0
    }
}

What could be wrong with it?

[upd] Apparently, you need to put buildings for various holding types in different files. Strange.
 
Last edited:

richvh

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Does anyone remember that "new" rule that came into effect a few patches ago, relating to scopes that were not any_ or random_ , and needed a ... limit, or an if/limit under the scope?

I just remember both in Birthrithg and Warhammer suddenly some patch created like 25 blank pop ups, but I can't remember what the exact rule was, except that it had something to do with scopes that were not any_ or random_ requiring something new...

For example, wouldnt this cause a problem nowadays inside an effect clause on a decision? :

if = {
limit = {
is_landed = yes
liege = {
ai = yes
any_courtier = { trait = khemri_tomb_king } }
}
liege = {
random_courtier = {
limit = { trait = khemri_tomb_king }
ROOT = { abdicate_to = PREV
add_trait = khemri_soldier
any_spouse = { remove_spouse = ROOT } } } }
break = yes
}

The liege needs a limit underneath it, doesnt it, because it s not an any_ or random_ scope?
The rule is not that scopes other than any_* or random_* must have a limit, but rather that they must not have a limit. if = {} and random_* and any_* (outside of triggers and limits) are they only valid places to use a limit. Use of limit anywhere else causes a blank event.

I hope that clears things up for you.
 

Blood Royal

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The rule is not that scopes other than any_* or random_* must have a limit, but rather that they must not have a limit. if = {} and random_* and any_* (outside of triggers and limits) are they only valid places to use a limit. Use of limit anywhere else causes a blank event.

I hope that clears things up for you.

Thanks, that's exactly what I needed to know :)

I remember I did a lot of fixing on this in patch 2.3, I just couldn't remember what the "new rule" was...
 

illathid

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Where in the save file, is the event that is currently popped up/active?

I've got a blank event (sometime wrong with it so no message and no buttons), but I can't remember what to look for in the save file to identify it with.
But I know you can, as It's happened in the past.

Make an uncompressed save when it happens. The blank event will be at the very bottom of the file.
 
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Valikdu

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I've read that the "liege_opinion" modifier can work both ways (that is, increase the character's opinion of their liege, or the liege's opinion of the character).

How to work with it? What will it do if it's put in a trait?
 

omega20056

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Neither of the following two culture conversion events trigger in-game. I've tried fixing them to no avail, I'm at a loss now.

Code:
# Lombard province converts to Italo-Roman
province_event = {
    id = CM.2
    desc = EVTDESC_CM_2
    picture = GFX_evt_stone_church

    trigger = {
        culture = lombard
                NOT = { year = 1000 }
        OR = { 
            county = { kingdom = { title = k_lombardy } }
            county = { kingdom = { title = k_sicily } }
                }
                NOT = { county = c_grisons }
                NOT = { county = c_lombardia }
    }
   
    mean_time_to_happen = {
        months = 2400
        modifier = {
            factor = 0.5
            owner = {
                culture_group = latin
            }
        }
    }

    option = {
        name = EVTOPTA_CM_2
        culture = italo-roman
    }
}

# Old Saxon, Old Frankish or Frisian province converts to Dutch
province_event = {
    id = CM.3
    desc = EVTDESC_CM_3
    picture = GFX_evt_tribal_lands

    trigger = {
        OR = {
            duchy = { title = d_holland }
                duchy = { title = d_flanders }
                duchy = { title = d_brabant }
                duchy = { title = d_gelre }
            }
            OR = {
                culture = old_frankish
                culture = frisian
                AND = {
                        culture = old_saxon
                        has_global_flag = widukind_spawned
                }
            }
                NOT = { county = c_frisia }
    }
   
    mean_time_to_happen = {
        months = 1200
        modifier = {
            factor = 0.5
            owner = {
                culture_group = west_germanic
            }
        }
    }

    option = {
        name = EVTOPTA_CM_3
        culture = dutch
    }
}
 

jursamaj

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How would one go about making certain techs as requirements for decisions? I have a decision that I want Heavy Cavalry Tech 8 to be required for its activation.

Would

Code:
allow = {
TECH_CAVALRY = 8
}

be enough?
Event 73008 (court_events.txt) has this:
Code:
    trigger = {
        is_landed = yes
        capital_scope = { TECH_NOBLE_CUSTOMS = 4 }
    }
Testing tech levels should work in any trigger/allow/potential/limit clause. But the important thing to remember is that tech belongs to a province, not to a ruler. Usually you'll want to use capital_scope as above.
 

jursamaj

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I've read that the "liege_opinion" modifier can work both ways (that is, increase the character's opinion of their liege, or the liege's opinion of the character).

How to work with it? What will it do if it's put in a trait?
According to the wiki, which direction it works depends on where it's used. In a trait, it always modifies the character's opinion of his/her liege. Thus, content vassals like their liege +50, while envious ones dislike them -15. As a character modifier (defined in event_modifiers/*), I believe it modifies the liege's opinion of the character.

[Edited: "according to the wiki…]
 
Last edited:

jursamaj

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Neither of the following two culture conversion events trigger in-game. I've tried fixing them to no avail, I'm at a loss now.

Code:
# Lombard province converts to Italo-Roman
province_event = {
    id = CM.2
    desc = EVTDESC_CM_2
    picture = GFX_evt_stone_church

    trigger = {
        culture = lombard
                NOT = { year = 1000 }
        OR = {
            county = { kingdom = { title = k_lombardy } }
            county = { kingdom = { title = k_sicily } }
                }
                NOT = { county = c_grisons }
                NOT = { county = c_lombardia }
    }
  
    mean_time_to_happen = {
        months = 2400
        modifier = {
            factor = 0.5
            owner = {
                culture_group = latin
            }
        }
    }

    option = {
        name = EVTOPTA_CM_2
        culture = italo-roman
    }
}

# Old Saxon, Old Frankish or Frisian province converts to Dutch
province_event = {
    id = CM.3
    desc = EVTDESC_CM_3
    picture = GFX_evt_tribal_lands

    trigger = {
        OR = {
            duchy = { title = d_holland }
                duchy = { title = d_flanders }
                duchy = { title = d_brabant }
                duchy = { title = d_gelre }
            }
            OR = {
                culture = old_frankish
                culture = frisian
                AND = {
                        culture = old_saxon
                        has_global_flag = widukind_spawned
                }
            }
                NOT = { county = c_frisia }
    }
  
    mean_time_to_happen = {
        months = 1200
        modifier = {
            factor = 0.5
            owner = {
                culture_group = west_germanic
            }
        }
    }

    option = {
        name = EVTOPTA_CM_3
        culture = dutch
    }
}
Don't your 3 lines like 'NOT = { county = c_grisons }' need to be 'NOT = { county = { title = c_grisons } }'
 

Valikdu

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According to the which, which direction it works depends on where it's used. In a trait, it always modifies the character's opinion of his/her liege. Thus, content vassals like their liege +50, while envious ones dislike them -15. As a character modifier (defined in event_modifiers/*), I believe it modifies the liege's opinion of the character.
Thanks.


Another thing: I'm making a character event that, after making come changes to the character, calls a Major event to notify the player(s) that the event had occured, if the player isn't the one who got it.
I want to make the Major event not fire for you if you're the one who got the previous event. Am I doing it right? Or will this make the Major event not fire at all?

In the changing event:
Code:
add_trait = avatar
narrative_event = { id = [major event id] }

In the major event:
Code:
is_triggered_only = yes

    major = yes
    show_ROOT = yes
    hide_new = yes

    only_rulers = yes

    trigger = {
        NOT = { trait = avatar }
    }

Also, is it possible to alter a character's age?
 
Last edited: