ngppgn Posted July 24, 2017 Posted July 24, 2017 sigh... I'm having some issue with variables, this is the wikis advice ROOT = { export_to_variable = { which = global_trainstew value = stewardship who = FROM } } Add to display it I'm trying [global_trainstew.GetName] [global_trainstew.GetValue] But everything is blank. What I want to do, Is put the stewardship value of the person I right-CLICK ON in the variable, and then have that variable + value display in a window. I'd much appreciate this clearing up please. Wouldn't knoe what the problem is. Maybe it's elsewhere in your script/localisation?
dwjlien Posted July 24, 2017 Posted July 24, 2017 Wouldn't knoe what the problem is. Maybe it's elsewhere in your script/localisation? I don't think so, these were pre-working events that I just tried adding to. You're saying the code in previous post is correct (in isoloation ) ? Ok let's scale back, I've just right clicked a targetted decision on someone. This launches a character event. In this character event is when I want to pull the CLICKED ON persons stewardship, put into a global variable. What would that small code snippet look like please? Well I have now given up on the export to variable command. Tried a 100 different variations none work. Resorted to an If learning = 1, set variable =1 If learning = 2. set variable =2 etc. But I would be super interested in hearing if ANYONE can get the export to variable command working. Next question! FromFrom = { move_character = FROM } What that does is make ME the home-liege of FromFrom. however I'd like it to be an IF statement that only does it if they're NOT already part of my court. If = { Limit = { FromFrom = { Not = { <<<< AT COURT OF PLAYER(From) >>>> } } } FromFrom = { move_character = FROM} } Cheers
dwjlien Posted August 6, 2017 Posted August 6, 2017 I have 2 questions, 1st one important, 2nd not so much. For a targetted decision, kidnapping in this case. How do I check the player has a spymaster employed before it allows the targetted decision please? Secondly I wanted to stop the kidnapping of a heirs heir, or child of any heir For instance King Andys son Bob is the heir - but not landed yet. Bobs son is Craig. So Craig is the heirs heir. How do stop them being a potential target of a targetted decision please? I tried Not = { father = { is_heir = yes} } But it did nothing.
sas0066 Posted August 15, 2017 Posted August 15, 2017 Hello, I am trying to add new culture for mod I am working on... But I have some trobles.. Localisation file dont work and names dont appear so I have basic Adam Smith only..Link on pastebin:https://pastebin.com/UXw8DPEwThank you for your help.
bodiefrog Posted August 16, 2017 Posted August 16, 2017 I'm just getting my feet wet as far as modding goes. So far I've added my own dick size trait and made it congenital. Problem is that my daughters are being born with dicks. What do I add to the code to make the dick traits only for males and the breast traits only for women?
Merlchen Posted August 17, 2017 Posted August 17, 2017 Hello, i have a question and hope you can help me. Is it possible to ask in the script if fertility is over a percent stage? Like: fertility >= 50% Sincerely Merle
dwjlien Posted August 17, 2017 Posted August 17, 2017 Hello, i have a question and hope you can help me. Is it possible to ask in the script if fertility is over a percent stage? Like: fertility >= 50% Sincerely Merle Im a noob whose asked 50% of the questions in this thread, but think I maybe have the answer If = { Limit = { ROOT = { fertility = 0.50 } } } That SHOULD work, im thinking. Obviously change Root to the scope of who you want to check. And the fertility check works weirdly, even though it reads like it says EQUALS 0.50, what the code interprets that as is actually "is fertility at least" in this case 50%.
Merlchen Posted August 17, 2017 Posted August 17, 2017 Hello, thank you very much for you help. ^-^ Sincerely Merle
NoxBestia Posted August 17, 2017 Posted August 17, 2017 I'm just getting my feet wet as far as modding goes. So far I've added my own dick size trait and made it congenital. Problem is that my daughters are being born with dicks. What do I add to the code to make the dick traits only for males and the breast traits only for women? This covers males and futas (assuming you are using Dark World) for dick traits: potential = { OR = { is_female = no AND = { is_female = yes trait = futa } } }
bodiefrog Posted August 18, 2017 Posted August 18, 2017 I'm just getting my feet wet as far as modding goes. So far I've added my own dick size trait and made it congenital. Problem is that my daughters are being born with dicks. What do I add to the code to make the dick traits only for males and the breast traits only for women? This covers males and futas (assuming you are using Dark World) for dick traits: potential = { OR = { is_female = no AND = { is_female = yes trait = futa } } } Thank you very much. I'm going to take a guess that I should delete trait = futa completely and change is_female = no to is_male = no for preventing sons from having tits.
chrobryou Posted August 23, 2017 Posted August 23, 2017 Hello, I'm super new here, My question is, is there any way to do an event any time a character is created from thin air? It's the character that are created using create_character, create_random_diplomat, etc. I can't find it anywhere in on_action trigger. I can only do it when any character is born but not the random character created by the game. Hopefully you understand what I mean, I don't speak english.
Mr_Treason Posted August 23, 2017 Author Posted August 23, 2017 I understand what you mean. I don't think there is an on action trigger for that. If it's you creating the character there are obviously options but if your trying to pop an event when som other mod created any character I'm afraid there is no way to track that, that I know of.
ngppgn Posted August 23, 2017 Posted August 23, 2017 Not possible. Best approximation is fire the event in all characters periodically, if they are not been accesed buly that event before, do what you want and set a flag telling the event not to do anything on that character in future repetitions.
chrobryou Posted August 24, 2017 Posted August 24, 2017 I guess I'll try to do the periodical check thing, I was about to overriding all of the event that have the create_character until I read this, and that's probably a bad idea. So, Thank You very much t! I don't usually do an event that fire to all character because I think it would not be good for performance but I guess using flag will work.
dwjlien Posted August 24, 2017 Posted August 24, 2017 I'm really quite stuck.. is there a way to modify/effect an NPC greater than 4 windows deep? What I mean is From is the NPC >character event FromFrom is now the NPC >character event FromFromFrom is the NPC >character event FromFromFromFrom is now the NPC >character event Once I get to this point, I'm stuck. ROOT obviously references the player, but how can I say add a trait to the NPC further windows deep (ie From x5 - FromFromFromFromFrom) ??
chrobryou Posted August 24, 2017 Posted August 24, 2017 I'm really quite stuck.. is there a way to modify/effect an NPC greater than 4 windows deep? What I mean is From is the NPC >character event FromFrom is now the NPC >character event FromFromFrom is the NPC >character event FromFromFromFrom is now the NPC >character event Once I get to this point, I'm stuck. ROOT obviously references the player, but how can I say add a trait to the NPC further windows deep (ie From x5 - FromFromFromFromFrom) ?? I hate using multiple FROM, so I usually just use the save_event_target_as so I don't get lost on who's the FROM is. Using that you can save a scope so you don't have to refer to them with multiple FROM. #In the chain FROM = { save_event_target_as = mysterious_guy } new_character = { character_event = { id = seductor_letter.3 } } #And in the seductor_letter.3 event chain you can use it to refer as him so you don't have to use FROMFROM event_target:mysterious_guy= { add_trait = lustful } You can keep use the event_target in the event chain so the multiple FROM won't be needed anymore hopefully this help
dwjlien Posted August 24, 2017 Posted August 24, 2017 event_target I just tried using event target from the wiki, to no success, but I will have another go, referncing your examples above. Thank you so much for answering! Please check back here in 30 mins to see how im getting on! Thanks!
chrobryou Posted August 24, 2017 Posted August 24, 2017 No I just dont get it. Can you please post a proper full on example of how to use event_target? I know it might seem like a lot of effort but please? I am tearing my hair out here. Hopefully you can just copy/paste the below and edited it dead quickly, please? character_event = { id = IST.001 desc = IST001desc picture = GFX_evt_IST1 is_triggered_only = yes From = { save_event_target_as = IST_target } option = { name = IST001option character_event = { id = IST.002 } } } character_event = { id = IST.002 desc = IST002desc picture = GFX_evt_IST1 is_triggered_only = yes option = { name = IST002option character_event = { id = IST.003 } } } character_event = { id = IST.003 desc = IST003desc picture = GFX_evt_IST1 is_triggered_only = yes option = { name = IST003option character_event = { id = IST.004 } } } character_event = { id = IST.004 desc = IST004desc picture = GFX_evt_IST1 is_triggered_only = yes option = { name = IST004option character_event = { id = IST.005 } } } character_event = { id = IST.005 desc = IST005desc picture = GFX_evt_IST1 is_triggered_only = yes option = { name = IST005option character_event = { id = IST.006 } } } character_event = { id = IST.006 desc = IST006desc picture = GFX_evt_IST1 is_triggered_only = yes From = { save_event_target_as = IST_target } option = { name = IST006option character_event = { id = IST.007 } } } character_event = { id = IST.007 desc = IST007desc picture = GFX_evt_IST1 is_triggered_only = yes option = { name = IST007option **<<<<<APPLY TRAIT TO SAVED DESIRED NPC>>>>>** } } This is how you give traits to the ROOT character in the IST.001 event in the IST.007. character_event = { id = IST.001 desc = IST001desc picture = GFX_evt_IST1 is_triggered_only = yes ROOT= { save_event_target_as = IST_target } option = { name = IST001option character_event = { id = IST.002 } } } character_event = { id = IST.002 desc = IST002desc picture = GFX_evt_IST1 is_triggered_only = yes option = { name = IST002option character_event = { id = IST.003 } } } character_event = { id = IST.003 desc = IST003desc picture = GFX_evt_IST1 is_triggered_only = yes option = { name = IST003option character_event = { id = IST.004 } } } character_event = { id = IST.004 desc = IST004desc picture = GFX_evt_IST1 is_triggered_only = yes option = { name = IST004option character_event = { id = IST.005 } } } character_event = { id = IST.005 desc = IST005desc picture = GFX_evt_IST1 is_triggered_only = yes option = { name = IST005option character_event = { id = IST.006 } } } character_event = { id = IST.006 desc = IST006desc picture = GFX_evt_IST1 is_triggered_only = yes option = { name = IST006option character_event = { id = IST.007 } } } character_event = { id = IST.007 desc = IST007desc picture = GFX_evt_IST1 is_triggered_only = yes option = { name = IST007option event_target:IST_target = { add_trait = lustful } } }
dwjlien Posted August 24, 2017 Posted August 24, 2017 Fucking done, thank you very much! Honestly I swear to God I am not a complete idiot, i just get hung up on small shit from time to time. Many bloody thanks.
chrobryou Posted August 24, 2017 Posted August 24, 2017 Fucking done, thank you very much! Honestly I swear to God I am not a complete idiot, i just get hung up on small shit from time to time. Many bloody thanks. No worries, I remember the first time I get frustrated from using too many from.
chrobryou Posted August 24, 2017 Posted August 24, 2017 I'm currently making a honeymoon decision by doing something like the pilgrimage event chain. Everything work fine but I forgot that muslim religion have multiple wife. So basically I want to make this event to have 4 option like this opt1: I want to bring my first wife [name] opt2: I want to bring my second wife [name] opt3: I want to bring my third wife [name] opt4: I want to bring my fourth wife [name] Is there any way to do this? I can only scope to the first wife but I'm stuck on how to do the other three.
Mr_Treason Posted August 24, 2017 Author Posted August 24, 2017 I'm posting from mobile so I can reference any code easily, but you should be able to do what you want in a hidden event by scoping 'any_realm_character' , consort off from, and then setting flags on each one to label second wife, third wife, etc... Then you can have each option utilize the flags on that specific character for future events. After the event chain completes just make another hidden event to clear flags. Sort of like how DewGuru does with his Visit events
chrobryou Posted August 25, 2017 Posted August 25, 2017 I'm posting from mobile so I can reference any code easily, but you should be able to do what you want in a hidden event by scoping 'any_realm_character' , consort off from, and then setting flags on each one to label second wife, third wife, etc... Then you can have each option utilize the flags on that specific character for future events. After the event chain completes just make another hidden event to clear flags. Sort of like how DewGuru does with his Visit events That seems complicated, hehe. I guess I'll just do opt1 with first wife and then opt2 for random second wife who haven't been to a honeymoon. Thanks for the help though, I'll probably do it at some point but I'm too lazy right now, I seem to have too much question in here but have a new question. How do you make a localisation for a temple holding name by character's religion. Example: "I'd have to go to church to pray" for christian character or "I'd have to go to mosque to pray" for muslim character or "I'd have to go to temple to pray" for pagan/indian religion character
Jansen Posted August 25, 2017 Posted August 25, 2017 character_event = { id = namespace.N desc = namespace.N.d picture = GFX_evt_comet trigger = { #conditions } mean_time_to_happen = { days = 1 } immediate = { if = { limit = { num_of_spouses > 1 #This will check if the character has more than one (living) spouse. } if = { limit = { num_of_spouses = 3 #I think muslims can only have up to 3 wives right? } random_spouse = { limit = { is_main_spouse = no NOT = { event_target:secondary_spouse_2 = { character = PREV } } } save_event_target_as = secondary_spouse_1 } random_spouse = { limit = { is_main_spouse = no NOR = { event_target:secondary_spouse_1 = { character = PREV } } } save_event_target_as = secondary_spouse_2 } } } } option = { name = LOC_KEY1 spouse = { #This scopes to the main spouse. #effects } } option = { name = LOC_KEY2 event_target:secondary_spouse_1 = { #effects } } option = { name = LOC_KEY3 event_target:secondary_spouse_2 = { #effects } } } Something like that should work, it's off the top of my head but it -should- work. This way you can scope directly to the desired spouse via the event_target:secondary_spouse_1/2 so long as the event chain is unbroken (might need to make it a global event target if the chain is broken, in which case you'd want to limit who can get the events to avoid crossing targets, like making it player only for example). < and > should work but might not, I can't remember if they've expanded the operators for those conditions yet.
Jansen Posted August 25, 2017 Posted August 25, 2017 For localisation you can define custom keys now. In localisation\customizable_localisation create a new file (call it something like 00_a_mycustomloc.txt or whatever you want). In there, do this; defined_text = { name = GetReligionTempleName text = { localisation_key = ReligionTemple_Mosque trigger = { religion_group = muslim } } text = { localisation_key = ReligionTemple_Church trigger = { religion_group = christian } } text = { localisation_key = ReligionTemple_Temple trigger = { NOR = { religion_group = muslim religion_group = christian } } } } Then create a new file in \localisation\ called mycustomloc.csv or whatever and put in there; ReligionTemple_Mosque;Mosque;;;;;;;;;;;;;x ReligionTemple_Church;Church;;;;;;;;;;;;;x ReligionTemple_Temple;Temple;;;;;;;;;;;;;x Then when you want to use your custom key, you'd write your localisation line like; goto_temple_pray;I'd have to go to [Root.GetReligionTempleName] to pray.;;;;;;;;;;;;;x All of this is untested and literally typed while I'm eating lunch
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