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Havard

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The bugged core trigger

I did some testing on the core trigger recently. It appears that it DOES work, but that it is reversed!

the trigger core = { province = x data = -1 } is true if province x is NOT a core province. By using NOT = {} I have had this trigger fire correctly for core provinces.


:)
 

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Wow!

This is great news. Thanks Havard.
 

Havard

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Re: Wow!

Originally posted by Isaac Brock
This is great news. Thanks Havard.
I just figured I had to test it before I filed a bug report... :p

I added two events to Norway - one checking if Østlandet is core (which it is), the other if Småland is (which it's not).. The second triggered, so I tried a NOT on Østlandet, and it worked :)

So that bug report got a bit different wording than I had thought originally ;)

Speaking of bug reports... I'm trying to remember if there are other event code bugs mentioned that aren't reported yet...
 

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Dominique de Villepin
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Speaking of bug reports... I'm trying to remember if there are other event code bugs mentioned that aren't reported yet...

I dunno if it's been reported yet, but when you put "vassal" command in an event, the rollover says "gain a royal marriage with XXX". Obviously, it should say "make XXX a vassal". I didn't check if putting "dynastic" produces a vassalage rollover message though. Minor, but annoying ;)

Zoupa
 

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"command = dynastic" shows the correct text 'gain a royal marriage'
 

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Originally posted by Havard
Speaking of bug reports... I'm trying to remember if there are other event code bugs mentioned that aren't reported yet...
I haven't checked if it's reported or not, but another thing that I noticed but didn't come around to reporting myself is the relations trigger. It is stated as having the syntax:
Code:
[COLOR=silver]relation = { country = x value = y }[/COLOR]
This doesn't work. (Or rather: it works as if y = 0.) If you use data = y instead it does work.
I also haven't managed to get the provinceculture trigger to work right, but I haven't checked it enough to know if it's actually a bug, or if I just screwed something up.
 

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It's the vassal.
 

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Originally posted by Korath
...and while I'm thinking of it, I've never gotten the manpower (not provincemanpower) command to have any visible results.
Me neither.
 

Havard

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Originally posted by Zoupa
I dunno if it's been reported yet, but when you put "vassal" command in an event, the rollover says "gain a royal marriage with XXX". Obviously, it should say "make XXX a vassal". I didn't check if putting "dynastic" produces a vassalage rollover message though. Minor, but annoying ;)
Should be fixed in 1.06 :)
 

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Originally posted by Korath
...and breakvassal works only when called by the vassal. (Or is it the overlord? Can never remember. :confused: But it's only one of the two, and documented to be both.)

:confused: Works fine from both sides here... Seems it won't be a problem in 1.06 then :)
 

Havard

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Another thing we seem to have had problems agreeing on how work: the 'discovered' trigger.

As far as I have tested recently it will trigger if I have 'discovered = <prov>' and know the province.

It will not trigger if I am a neigbouring country to the country above, which seems to as designed.

Refresh my memory - What is the problem? (if any) :confused:
 

Havard

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Originally posted by Korath
According to this (which is unclear), it either triggers if anyone at all discovers the province, or as you described; the documentation is that it should trigger if any european country has discovered the province.
Aha - so the problem is wrong documentation, not event error...?

I assume then, that the trigger works if the country receiving the event has discovered the province, regardless of what country it is. Sound excellent to me :)
 

Havard

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Originally posted by alun
I haven't checked if it's reported or not, but another thing that I noticed but didn't come around to reporting myself is the relations trigger. It is stated as having the syntax:
relation = { country = x value = y }
This doesn't work. (Or rather: it works as if y = 0.) If you use data = y instead it does work.
I also haven't managed to get the provinceculture trigger to work right, but I haven't checked it enough to know if it's actually a bug, or if I just screwed something up.
Yep. I can confirm that behaviour. data seems to work, but with one caveat: It will also trigger for countries you do not know, because it treats 'no relation' as 'relation= 0'...
 

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Originally posted by Havard
Yep. I can confirm that behaviour. data seems to work, but with one caveat: It will also trigger for countries you do not know, because it treats 'no relation' as 'relation= 0'...
Actually, it seems that you do have relations even with countries that you don't know, you just don't see it in game. The trigger doesn't seem to care if you know the country or not, it just checks the number. So, it may trigger for countries you don't know, even if you require relations > 0.
 

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I can't get the 'provinceculture' trigger to work. Using the 'prov = ' syntax, the event won't fire at all. Changing the trigger to 'province = ' makes it fire, but it fires regardless of whether the condition is true. So,

trigger = { owned = { province = 477 data = AKK }

NOT = { provinceculture = { province = 477 data = turkish } } }


fires if 477's province culture is Turkish and if it is not (which kind of defeats the purpose of having a trigger in the first place). While,

trigger = { owned = { province = 477 data = AKK }

NOT = { provinceculture = { prov = 477 data = turkish } } }

simply won't fire at all.
 

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I haven't gotten provinceculture to work either.

And!

The leader trigger only seems to be checked the first time triggers are checked, whether it's at the start of the event's date range, or immediately after loading a saved game. I suspect the game's outwitting itself by caching triggers, but the leader trigger isn't updated if a leader dies.

Reporting this in the bug forum is probably futile, since only two standard events use the trigger at all. KOR3891 never fires anyway, since it has no dates and no other event triggers it; in ALD3651, the logic's such that if it doesn't fire the first time it's checked, it wouldn't even if leader worked.

This one frustrates me to no end; I didn't make the correlation with loading the game when I was testing the event in question. :(