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CK3 Script Editor Announced


SamIAmHam

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Posted

 

yemlie01 decided to write a custom tool that will help you write scripts. This is from his CK3 official forum post.

 

Features:

* Syntax highlighting.
* Full auto-complete and intellisense that works with all script object types in the game, as well as custom mod objects (script values/triggers, events, lifestyles, perks, activities, governments, religions, counties, titles etc)
* Mod architecture. Readonly base script library accessible and serarchable and clonable into a separate mod tree, overriding files or single entries into new mod files transparently.

Later features:

* WYSIWYG event chain designer - create events visually how they will look in-game (minus 3d models) - and link them together in a graph.

Will be released on GitHub before initial release so a) others may be able to contribute to it and b) if my work keeps me away it won't stagnate like the CK2 map generator did

There's still a fair amount to do yet but progress is good, so I'd love to hear some feature requests from modders to save time on the most time consuming mod scripting tasks!

Video demoing the progress so far here:

Posted

Thought this might be the right place to ask;

If Paradox hasn't coded something in, what's the right way to change that?

 

Namely I wanted to change the lifestyle trees so that you would need only one parent to be able to choose a perk.

But the OR syntax doesn't work there and now I'm clueless of what to do

Certainly goes way beyond my beginner modding experience ?

 

code.png

Posted
10 hours ago, _Skyfire_ said:

Thought this might be the right place to ask;

If Paradox hasn't coded something in, what's the right way to change that?

 

Namely I wanted to change the lifestyle trees so that you would need only one parent to be able to choose a perk.

But the OR syntax doesn't work there and now I'm clueless of what to do

Certainly goes way beyond my beginner modding experience ?

 

code.png

 

Looks like perk availability is determined via Jomini scripted gui (see game\gui\window_character_lifestyle.gui line 1070-1076). Unfortunately I don't know how/where to access the code that evaluates "Line_Lifestyles_CanUnlock" on line 1073.

 

However you can get around this by making multiple copies of the perk in common\lifestyle_perks\00_learning_2_scholarship_tree_perks.txt, so instead of using an OR statement use the following:

 

EDIT: Does not work - refer following posts

 

# Learn on the Job
learn_on_the_job_perk = {
	lifestyle = learning_lifestyle
	tree = scholarship
	position = { 1 3 }
	icon = node_learning
	
	parent = apostate_perk
	
	effect = {
		custom_description_no_bullet = {
			text = learn_on_the_job_perk_effect
		}
	}
}


# Learn on the Job
learn_on_the_job_perk = {
	lifestyle = learning_lifestyle
	tree = scholarship
	position = { 1 3 }
	icon = node_learning
	
	parent = scholarly_circles_perk
	
	effect = {
		custom_description_no_bullet = {
			text = learn_on_the_job_perk_effect
		}
	}
}

 

Posted
1 hour ago, poqz said:

 

Looks like perk availability is determined via Jomini scripted gui (see game\gui\window_character_lifestyle.gui line 1070-1076). Unfortunately I don't know how/where to access the code that evaluates "Line_Lifestyles_CanUnlock" on line 1073.

 

However you can get around this by making multiple copies of the perk in common\lifestyle_perks\00_learning_2_scholarship_tree_perks.txt, so instead of using an OR statement use the following:

 


# Learn on the Job
learn_on_the_job_perk = {
	lifestyle = learning_lifestyle
	tree = scholarship
	position = { 1 3 }
	icon = node_learning
	
	parent = apostate_perk
	
	effect = {
		custom_description_no_bullet = {
			text = learn_on_the_job_perk_effect
		}
	}
}


# Learn on the Job
learn_on_the_job_perk = {
	lifestyle = learning_lifestyle
	tree = scholarship
	position = { 1 3 }
	icon = node_learning
	
	parent = scholarly_circles_perk
	
	effect = {
		custom_description_no_bullet = {
			text = learn_on_the_job_perk_effect
		}
	}
}

 

That doesn't write over each other?

Posted
40 minutes ago, Untolddead said:

That doesn't write over each other?

Oops you right.  Only the 2nd entry takes effect, I didn't test it properly.  Kinda obvious now you pointed it out.

Sorry skyfire.

Posted
10 hours ago, _Skyfire_ said:

Oh wow didn't expect so many responses

Perhaps didn't work right away but people looking to help like this means a lot to me!

Thanks guys ?

If it's hardcoded you're probably shit out of luck. You can always create a separate way to get the trait if you want.

Posted
16 hours ago, Untolddead said:

If it's hardcoded you're probably shit out of luck. You can always create a separate way to get the trait if you want.

Yep seems like it ?

So I'm all ears

 

My idea was to make the lifestyle trees work the way I instinctively thought they did

Which is, that you could choose a single path down them and thus the "junctions" would need only 1 parent perk for being able to choose them

You think of another way to make that happen?

 

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