Interestingly, such coding:
Code:
monitor_event SettlementSelected TrueCondition
log -------------------------------------------------------------------- 0 STARTING INFO
if not I_IsFactionAIControlled poland
;------------------------------------- log POLAND info
disable_cursor
hide_ui
zoom_strat_camera 1
campaign_wait 0.5
move_strat_camera 214, 217
campaign_wait 2
ui_flash_stop
show_ui
enable_cursor
campaign_wait 0.2
historic_event POLAND0_STARTING_INFO
terminate_monitor
end_if
end_monitor
monitor_event SettlementSelected TrueCondition
and I_TurnNumber > 2
log -------------------------------------------------------------------- 1 REFORMS
if not I_IsFactionAIControlled poland
;------------------------------------- log POLAND reforms
disable_cursor
hide_ui
zoom_strat_camera 1
campaign_wait 0.5
move_strat_camera 214, 216
campaign_wait 2
ui_flash_stop
show_ui
enable_cursor
campaign_wait 0.2
historic_event POLAND1_REFORMS_INFO
terminate_monitor
end_if
end_monitor
produces a following result: the first info pops out after the player clicks on any of the settlements (and the view is duly centered, ui disabled etc), but the second doesn't - it does at the beginning of the following turn (in this case turn 4), so the view is centered (but I haven't noticed ui disabled) and the message pops out among all other messages.
The culprit is the second condition because the first info starts behaving in the same way when I add at the first monitor also that one. But: then the second one works properly 0 even with condition "and I_TurnNumber == 2"
Code:
monitor_event SettlementSelected TrueCondition
and I_TurnNumber == 1
log -------------------------------------------------------------------- 0 STARTING INFO
if not I_IsFactionAIControlled poland
;------------------------------------- log POLAND info
disable_cursor
hide_ui
zoom_strat_camera 1
campaign_wait 0.5
move_strat_camera 214, 217
campaign_wait 2
ui_flash_stop
show_ui
enable_cursor
campaign_wait 0.2
historic_event POLAND0_STARTING_INFO
terminate_monitor
end_if
.......
monitor_event SettlementSelected TrueCondition
and I_TurnNumber == 2
log -------------------------------------------------------------------- 1 REFORMS
if not I_IsFactionAIControlled poland
;------------------------------------- log POLAND reforms
disable_cursor
hide_ui
zoom_strat_camera 1
campaign_wait 0.5
move_strat_camera 214, 216
campaign_wait 2
ui_flash_stop
show_ui
enable_cursor
campaign_wait 0.2
historic_event POLAND1_REFORMS_INFO
terminate_monitor
end_if
But there're many quirks... This army spawned with the name different than the list for the Polish faction. Afaik, it shouldn't but... Furthermore, the reveal command doesn't reveal the army. Maybe it hasn't been created yet?
Code:
if I_EventCounter is_the_player = 1 ; only for the player and RandomPercent < 66
and I_EventCounter DifficultyLevel > 2 ; only for H/VH difficulties
and I_EventCounter poland5_council_of_leczyca_player < 1 ; no more resistance for Poland after this reform
spawn_army
faction slave, sub_faction poland
character random_name, named character, age 32, x 184, y 228
traits CounterOfBattles 4, NaturalMilitarySkill 2 , GoodCommander 1 , Hardened 1 , StrategyDread 1 , Feck 4 , BattleScarred 3 , Xenophobia 3
unit EE Bodyguard exp 1 armour 1 weapon_lvl 0
unit Scouts exp 7 armour 1 weapon_lvl 0
unit Woodsmen exp 7 armour 0 weapon_lvl 0
unit Woodsmen exp 0 armour 0 weapon_lvl 0
unit Slav Levies exp 7 armour 1 weapon_lvl 0
unit Slav Levies exp 0 armour 0 weapon_lvl 0
unit Slavic Javelinmen exp 1 armour 0 weapon_lvl 0
unit Hunters exp 7 armour 0 weapon_lvl 0
unit Hunters exp 0 armour 0 weapon_lvl 0
end
if I_EventCounter is_the_player > 0
historic_event SETTLEMENT_CAPTURE_REBELLION
reveal_tile 184, 228
move_strat_camera 184, 228
end_if