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joemann

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How can I see in which scope this event is ( have tried to find out using the console command but nothing shows )

 

# .400 Slave goes through their training check (slave - hidden)
character_event = {
    id = RSLS.400
    is_triggered_only = yes # Triggered by .3 /.5 /.13 /.15
    hide_window = yes         # Nothing to see here
    immediate = {
        if = {
            limit = {
                has_character_modifier = rsl_slave_pleasure_1
            }
            character_event = { id = RSLS.410 days = 60 } # Go forward to event to check for advancement after two months
            break = yes
        }
        if = {
            limit = {
                has_character_modifier = rsl_slave_pleasure_2
            }
            character_event = { id = RSLS.410 days = 60 } # Go forward to event to check for advancement after two months
            break = yes
        }
        if = {
            limit = {
                has_character_modifier = rsl_slave_pleasure_3
            }
            character_event = { id = RSLS.410 days = 60 } # Go forward to event to check for advancement after two months
            break = yes
        }
    }

 

If I call this event through another event must it be in the same scope?

 

# Pleasure Slave training level 1 412
narrative_event = {
    id = RSLS.412
    desc = RSLS412
    picture = GFX_evt_rsl.trainsex2
    title = rsl_pleasure_slave_training_1

    is_triggered_only = yes

   
    option = {
            name = rsl_option1

            event_target:slave_target  = { character_event = { id = RSLS.400 }} # We cycle the slave through training again up for level 2                    
                
            
    }
}

 

The above doesn't work (if you un-hide the events and run them in the console it shows an empty character event and stalls), so I am assuming slave_target is not the right scope. Or is that not the issue? I am really confused :frown:

 

By the way, I realize I am asking a lot of questions and I don't contribute a lot, but I don't really know where-else to post them. Your help is appreciated and I hope that in the future I will be able to do something back.

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Hey, before answering... May I advice that you give the thread a meaningful title, and maybe that you collect all your questions in a single thread? It'd probably be easier for your just to show all your problematic code in the OP of a single thread at once, I feel.

 

Anyway, on to your first question, remove hide_window = yes from your first event and add a dummy option = { name = OK }. Then in the game use the debug_mode console command to get debug info on tooltips, and when you get the event, hover over it. You should see the scopes available in that events and who are each of them pointing to. (you've been told this in another thread already, IIRC).

 

Now, I don't quite understand your second question. If the first event is fired from the second one, then ROOT in the first event is the same as event_target:slave_target in the second one.

 

Oh, and by the way, the if = { limit = {} break = yes } if = { limit = {} } idiom is obsolete. You should consider switching to if = { limit = {} } else_if = { limit = {} } else = {} instead.

 

Also, a last piece of advice, you could use code tags to display you code.

 

Hope this helps

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Sorry for the title i was making a tag in the wrong box and while correcting it submitted the post.

 

I agree that it makes more sense to post everything at once, but for me this is a learning experience  (I only started modding 6 weeks ago) and the issues and questions pop up as I advance. I don't ( I can't ) write this from scratch but use existing code which I try and modify to achieve what I want. This also explains the obsolete idiom. I'll remember your advice when using it myself in the future.

 

What I meant with my question is: if you want an event to do something to a character (e.g. slave) the event (or decision) that fires it should set the next event in the correct scope for this to happen ? I'm just not clear in my mind how this works. Decisions and events seem to have a "default" scope (root ?) which needs to be modified (or not) to produce a certain effect.

 

Thank you for the help with the debugging. I am using it now.

 

And finally, where do I find the code tags?  is that paperclip? left bottom?

 

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5 hours ago, joemann said:

Sorry for the title i was making a tag in the wrong box and while correcting it submitted the post.

 

I agree that it makes more sense to post everything at once, but for me this is a learning experience  (I only started modding 6 weeks ago) and the issues and questions pop up as I advance. I don't ( I can't ) write this from scratch but use existing code which I try and modify to achieve what I want. This also explains the obsolete idiom. I'll remember your advice when using it myself in the future.

 

What I meant with my question is: if you want an event to do something to a character (e.g. slave) the event (or decision) that fires it should set the next event in the correct scope for this to happen ? I'm just not clear in my mind how this works. Decisions and events seem to have a "default" scope (root ?) which needs to be modified (or not) to produce a certain effect.

 

Thank you for the help with the debugging. I am using it now.

 

And finally, where do I find the code tags?  is that paperclip? left bottom?

 

When creating a post you'll see ine of the buttons on the top that looks like </>. Clicking on it'll open a window where you can enter code in a slightly easier way, using tabs and whatnot.

 

Regarding scopes, the ROOT scope points to the character that receives the event, decision, etc, and the different parts of an event start on ROOT scope, so option = { prestige = 100 } equals option = { ROOT = { prestige = 100 } }. So when you do <scope> = { character_event = {} } bear in mind that the ROOT of the event you're sending will point to the same character <scope> points to. Then you can use scope changes to apply triggers and effects to other entities.

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