A question about the new multiple event description system. Are the triggers checked/evaluated for the AI or just the player only?
I cant find any modders notes on this, do we have to use a certain new code to use this feature?
A question about the new multiple event description system. Are the triggers checked/evaluated for the AI or just the player only?
# The husband suspects something ain't right
character_event = {
id = 404
picture = GFX_evt_pregnancy
border = GFX_event_normal_frame_intrigue
is_triggered_only = yes
[COLOR="#FF0000"] desc = {
text = EVTDESC404_KF
trigger = {
FROM = {
father_of_unborn_known = yes
father_of_unborn = {
NOT = { character = ROOT }
}
}
}
}
desc = {
text = EVTDESC404
trigger = {
NOT = { random = 50 }
FROM = {
OR = {
father_of_unborn_known = no
father_of_unborn = { character = ROOT }
}
}
}
}
desc = {
text = EVTDESC404_2
trigger = {
random = 50
FROM = {
OR = {
father_of_unborn_known = no
father_of_unborn = { character = ROOT }
}
}
}
}
[/COLOR]
option = {
name = EVTOPTA404 # Doubt besets me...
trigger = {
FROM = {
OR = {
father_of_unborn_known = no
father_of_unborn = { character = ROOT }
}
}
}
if = {
limit = {
NOT = { trait = trusting }
OR = {
trait = paranoid
intrigue = 10
random = 25 # 75% chance
}
}
hidden_tooltip = {
FROM = { character_event = { id = 21000 days = 7 random = 16 } } # Investigate this further
}
}
}
option = {
name = EVTOPTB404 # Denounce them both as traitors!
trigger = {
FROM = {
father_of_unborn_known = yes
father_of_unborn = {
NOT = { character = ROOT }
}
}
}
hidden_tooltip = {
FROM = {
father_of_unborn = {
save_event_target_as = target_adulterer
}
character_event = { id = 20 } # Adultery fallout
}
}
FROM = {
father_of_unborn = {
hidden_tooltip = {
character_event = { id = 21006 }
}
}
hidden_tooltip = {
character_event = { id = 21005 }
}
}
}
}
It was mentioned in the Captain's Log somewhere, when Captain Gars coded it. Example:
You can do the same for event title and option name text, as well.Code:# The husband suspects something ain't right character_event = { id = 404 picture = GFX_evt_pregnancy border = GFX_event_normal_frame_intrigue is_triggered_only = yes [COLOR="#FF0000"] desc = { text = EVTDESC404_KF trigger = { FROM = { father_of_unborn_known = yes father_of_unborn = { NOT = { character = ROOT } } } } } desc = { text = EVTDESC404 trigger = { NOT = { random = 50 } FROM = { OR = { father_of_unborn_known = no father_of_unborn = { character = ROOT } } } } } desc = { text = EVTDESC404_2 trigger = { random = 50 FROM = { OR = { father_of_unborn_known = no father_of_unborn = { character = ROOT } } } } } [/COLOR] option = { name = EVTOPTA404 # Doubt besets me... trigger = { FROM = { OR = { father_of_unborn_known = no father_of_unborn = { character = ROOT } } } } if = { limit = { NOT = { trait = trusting } OR = { trait = paranoid intrigue = 10 random = 25 # 75% chance } } hidden_tooltip = { FROM = { character_event = { id = 21000 days = 7 random = 16 } } # Investigate this further } } } option = { name = EVTOPTB404 # Denounce them both as traitors! trigger = { FROM = { father_of_unborn_known = yes father_of_unborn = { NOT = { character = ROOT } } } } hidden_tooltip = { FROM = { father_of_unborn = { save_event_target_as = target_adulterer } character_event = { id = 20 } # Adultery fallout } } FROM = { father_of_unborn = { hidden_tooltip = { character_event = { id = 21006 } } } hidden_tooltip = { character_event = { id = 21005 } } } } }
I can just imagine what modders like the AGOT team could do with this!
Found another bug with title variables, the effect change_variable does not work with titles. This is true for both values and scopes. The tooltip does display, but it seems the change is not applied or saved to the title.
It was mentioned in the Captain's Log somewhere, when Captain Gars coded it. Example:
You can do the same for event title and option name text, as well.Code:# The husband suspects something ain't right character_event = { id = 404 picture = GFX_evt_pregnancy border = GFX_event_normal_frame_intrigue is_triggered_only = yes [COLOR="#FF0000"] desc = { text = EVTDESC404_KF trigger = { FROM = { father_of_unborn_known = yes father_of_unborn = { NOT = { character = ROOT } } } } } desc = { text = EVTDESC404 trigger = { NOT = { random = 50 } FROM = { OR = { father_of_unborn_known = no father_of_unborn = { character = ROOT } } } } } desc = { text = EVTDESC404_2 trigger = { random = 50 FROM = { OR = { father_of_unborn_known = no father_of_unborn = { character = ROOT } } } } } [/COLOR] option = { name = EVTOPTA404 # Doubt besets me... trigger = { FROM = { OR = { father_of_unborn_known = no father_of_unborn = { character = ROOT } } } } if = { limit = { NOT = { trait = trusting } OR = { trait = paranoid intrigue = 10 random = 25 # 75% chance } } hidden_tooltip = { FROM = { character_event = { id = 21000 days = 7 random = 16 } } # Investigate this further } } } option = { name = EVTOPTB404 # Denounce them both as traitors! trigger = { FROM = { father_of_unborn_known = yes father_of_unborn = { NOT = { character = ROOT } } } } hidden_tooltip = { FROM = { father_of_unborn = { save_event_target_as = target_adulterer } character_event = { id = 20 } # Adultery fallout } } FROM = { father_of_unborn = { hidden_tooltip = { character_event = { id = 21006 } } } hidden_tooltip = { character_event = { id = 21005 } } } } }
How exactly does one go about displaying a variable's value via localization? The patch notes just mention that variables can now be displayed but doesn't give syntax or any sort of example. I haven't found any examples of its usage in the game's localisation either.
some_variable;Variable Name;;;;;;;;;;;;;x;;
TEST_VARIABLE_LOC;[Root.some_variable.GetName] value is : [Root.some_variable.GetValue].;;;;;;;;;;;;;x;;