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VorpalNeko

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The following is completely valid code (verified by game logs), but the this Validator version complains about religion and culture_group settings for on_trigger, calling them invalid:
Code:
namespace = testz

character_event = {
    id = testz.001
    hide_window = yes
  
    trigger = { }
    mean_time_to_happen = { months = 2 }
  
    immediate = {
        trigger_switch = {
            on_trigger = religion
            catholic = { log = "T001: Catholic" }
            orthodox = { log = "T001: Orthodox" }
            sunni = { log = "T001: Sunni" }
            shiite = { log = "T001: Shiite" }
        }
    }
}

character_event = {
    id = testz.002
    hide_window = yes
  
    trigger = { }
    mean_time_to_happen = { months = 1 }
  
    immediate = {
        trigger_switch = {
            on_trigger = culture
            greek = { log = "T002: Greek" }
            persian = { log = "T002: Persian" }
            norse = { log = "T002: Norse" }
            lombard = { log = "T002: Lombard" }
            irish = { log = "T003: Irish" }
        }
    }
}

character_event = {
    id = testz.003
    hide_window = yes
  
    trigger = { }
    mean_time_to_happen = { months = 1 }
  
    immediate = {
        trigger_switch = {
            on_trigger = culture_group
            north_germanic = { log = "T003: North Germanic" }
            iberian = { log = "T003: Iberian" }
            byzantine = { log = "T003: Byzantine" }
            baltic = { log = "T003: Baltic" }
        }
    }
}
May need more extensive testing to see which on_trigger settings are supported.

Also, the game engine doesn't seem to actually care about leading zeroes in the namespace events, despite Validator's complaints.
 

richvh

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It doesn't care about leading 0s on loading, but does in the console.
 

LDRevolution

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I know this is kind of an old question but how for the love of god do I get this to work.

I have set this :

D:\SteamGames\SteamApps\common\Crusader Kings II
Documents\Paradox Interactive\Crusader Kings II\mod\Personal MOD

yet every time I click validate it says :

Mod not found: Documents\Paradox Interactive\Crusader Kings II\mod\Personal MOD
Mods in system: A Game of Thrones, Birthright2, Personal MOD
 

richvh

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Don't put the path to the mod, just the mod name as encoded in the .mod file, i.e., Personal MOD.
 
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richvh

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Code:
--- Error 1 of 1 ---
At <mod>\events\ze_extra_events.txt [character_event\option\FROM\primary_title\change_mercenary_composition\from] (Line 418, column 6):
Invalid node "from" in scope <anon> (value is: light_infantry)
Syntax for change_mercenary_composition is:
Code:
        change_mercenary_composition = {
           from = light_infantry
           type = pikemen
           change = 50
         }
where from and type both take troop types.
Code:
--- Error 1 of 1 ---
At <mod>\events\achievement_events.txt [character_event\trigger\any_favor_ower] (Line 9516, column 3):
Invalid node "any_favor_ower" in scope CharTrigger (value is: <a complex type>)
I reported this before; any_favor_ower is a new character scope. The one place it is used in vanilla is in common/achievements.txt.
 

Jamie550

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Code:
--- Error 1 of 1 ---
At <mod>\events\ze_extra_events.txt [character_event\option\FROM\primary_title\change_mercenary_composition\from] (Line 418, column 6):
Invalid node "from" in scope <anon> (value is: light_infantry)
Syntax for change_mercenary_composition is:
Code:
        change_mercenary_composition = {
           from = light_infantry
           type = pikemen
           change = 50
         }
where from and type both take troop types.
Code:
--- Error 1 of 1 ---
At <mod>\events\achievement_events.txt [character_event\trigger\any_favor_ower] (Line 9516, column 3):
Invalid node "any_favor_ower" in scope CharTrigger (value is: <a complex type>)
I reported this before; any_favor_ower is a new character scope. The one place it is used in vanilla is in common/achievements.txt.
Is "from" optional in change_mercenary_composition? Some don't have that.
 

richvh

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Is "from" optional in change_mercenary_composition? Some don't have that.
Those that don't have it are in the send more troops event; those that do are in the send equipment event. The former are adding more troops of the specified type, the latter are changing one troop type (the "from") to another (the "type"). So yes, optional.
 

jursamaj

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In the "Quick Questions" thread, I guy had an issue. He forgot a quote character after an option name, and Validator took the quoted option name to run from there to the next quote (opening) quote, and reported the error as the next closing quote, 163 lines away from the actual error. Since the script language doesn't use carriage returns or line feeds inside quotes, perhaps it's better if Validator reports an open quote at line end as an error.
 
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richvh

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Code:
--- Error 1 of 1 ---
At <mod>\common\council_voting\05_selfish_pattern.txt [selfish_pattern_against\enforce_peace\OR\custom_tooltip\hidden_tooltip\any_war\OR\defender\PREV\attacker] (Line 243, column 10):
Invalid node "attacker" in scope CharTrigger (value is: <a complex type>)
PREV scopes to the preceding any_war scope. I discussed this with Divine.
Code:
--- Error 1 of 1 ---
At <mod>\common\objectives\00_factions.txt [faction_overthrow\chance\modifier\ROOT\clan_title] (Line 10509, column 5):
Invalid node "clan_title" in scope TitleTrigger (value is: <a complex type>)
ROOT is the target character of the faction in the chance block, not the starting title scope.
Code:
--- Error 1 of 1 ---
At <mod>\common\council_voting\05_selfish_pattern.txt [selfish_pattern_against\declare_war_interaction\custom_tooltip\hidden_tooltip\OR\FROMFROMFROMFROM\holder_scope\any_liege] (Line 123, column 8):
"ROOT_FROMFROM" is not a valid CharTriggerWithCount.
ROOT_FROM etc. should be valid RHS anywhere that can take a Char
Code:
--- Error 1 of 1 ---
At <mod>\events\ze_extra_events.txt [character_event\trigger\NOR\holds_favor_on] (Line 1899, column 4):
"LIEGE" is not a valid MaybeEventTarget(Char).
liege should be a valid RHS.
 
Last edited:

richvh

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Code:
--- Error 1 of 1 ---
At events\rip_treatment_events.txt [character_event\option\if\trigger_switch\on_trigger] (Line 3014, column 5):
"trait" is not a valid on_trigger.
"trait" is a valid on_trigger. I suspect any valid trigger can be used as an on_trigger, with the following blocks being any valid RHS for the trigger used as the on_trigger.
Code:
--- Error 1 of 1 ---
Incorrect Literal
At common\minor_titles\00_minor_titles.txt [title_court_physician\attribute] (Line 2839, column 2):
Expected value: martial
Actual value: learning
The RHS of attribute can be any of the 5 basic attributes (diplomacy, martial, stewardship, intrigue or learning)
 

Romulien

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Code:
--- Error 1 of 1 ---
At events\rip_treatment_events.txt [character_event\option\if\trigger_switch\on_trigger] (Line 3014, column 5):
"trait" is not a valid on_trigger.
"trait" is a valid on_trigger. I suspect any valid trigger can be used as an on_trigger, with the following blocks being any valid RHS for the trigger used as the on_trigger
Not all triggers seem valid strangely, for instance "region" doesn't work.
 

richvh

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Given that region (a province trigger) doesn't work, and some character triggers that are not used in vanilla work, I'd say any character trigger works.
 

Romulien

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Given that region (a province trigger) doesn't work, and some character triggers that are not used in vanilla work, I'd say any character trigger works.

Indeed when I tried region with on_trigger, it was inside a province scope (location)
 

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Indeed when I tried region with on_trigger, it was inside a province scope (location)
However, it seems that triggers which are valid both in character and province, also work for province-scoped trigger_swtich.

Example: using culture as trigger when scoped to a province (also culture group religion and religion group).
 

richvh

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I should have said "any character trigger that has a simple RHS", since ones with complex RHS like had_character_modifier don't fit the syntax. @Divine, can you confirm that that is how trigger_switch works? And that character triggers that are also valid in province scope can be used as trigger_switch on_triggers?
 

Jamie550

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Code:
--- Error 1 of 1 ---
At <mod>\common\council_voting\05_selfish_pattern.txt [selfish_pattern_against\enforce_peace\OR\custom_tooltip\hidden_tooltip\any_war\OR\defender\PREV\attacker] (Line 243, column 10):
Invalid node "attacker" in scope CharTrigger (value is: <a complex type>)
PREV scopes to the preceding any_war scope. I discussed this with Divine.
So there's been a lot of confusion around any_war. The last discussion was that any_war assumes its parent's scope, which in this case would be the root scope (I think char?). So that "attacker" is allowed in char? Or that it actually counts as war scope which does have attacker?

Code:
--- Error 1 of 1 ---
At <mod>\common\objectives\00_factions.txt [faction_overthrow\chance\modifier\ROOT\clan_title] (Line 10509, column 5):
Invalid node "clan_title" in scope TitleTrigger (value is: <a complex type>)
ROOT is the target character of the faction in the chance block, not the starting title scope.

Does anywhere else use ROOT to be different from the actual root scope? This seems rather strange.

Code:
--- Error 1 of 1 ---
At <mod>\common\council_voting\05_selfish_pattern.txt [selfish_pattern_against\declare_war_interaction\custom_tooltip\hidden_tooltip\OR\FROMFROMFROMFROM\holder_scope\any_liege] (Line 123, column 8):
"ROOT_FROMFROM" is not a valid CharTriggerWithCount.
ROOT_FROM etc. should be valid RHS anywhere that can take a Char
So "any_liege = ROOT_FROMFROM" is valid? As opposed to "any_liege = { some char stuff }". This seems rather different from all other scopes.

====================

Regarding trigger_switch: For now I am still adding them as people report them. One possible interpretation of how trigger_switch works is the following:

When it appears in some scope (char/prov/etc), let pairs of (X, Y) be all pairs such that "X=Y" is valid in that scope, and Y is a string/int/etc (not something in brackets). Then this is valid:
Code:
trigger_switch = { on_trigger = X Y = { } }

Hence some things are valid (in char scope) are
Code:
trigger_switch = { on_trigger = "ai" "yes" = {} "no" = {} }

Code:
trigger_switch = { on_trigger = "holds_favor_on" "ROOT" = {} FROM = {} }

Code:
trigger_switch = { on_trigger = "ai_honor" 0 = {} 1 = {} }

Code:
trigger_switch = { on_trigger = "is_targetted_decision_allowed" decision1 = {} decision2 = {} }

Is this somewhat right or what?

Or can someone just ask in one of the dev threads what exactly is allowed in trigger_switch and bring it back here.
 
Last edited: