Corrected now i noticed the mistake in my log file when i tested it out any way here is the corrected version.
Spoiler Alert, click show to read:
Corrected now i noticed the mistake in my log file when i tested it out any way here is the corrected version.
Spoiler Alert, click show to read:
A few points:
I completely agree with HL about making sure they work in game. In fact in Lesson 2 I will be asking for screen shots of certain things. It is in your best interest to test them before you post. If you have problems getting them to work we will certainly guide you in debugging them, but you should make the effort first. The idea behind this class is not to copy and paste, but to get you to think about how the functions work so you can try new combinations on your own, and you cannot do that if we fix all of your mistakes for you.
Stephan:
Great idea on the blockaded port, but there is an event you can use to test that instead of using x,y locations. You can use the Transgression event with the list of transgressions in this thread and do a lot of cool stuff.
Your script will run once you include x,y but it will fire even if the two factions are allied. You should put a FactionStanding condition in there. + rep for the idea
Skandranon, Glen:
Looks good.
Done.
Spoiler Alert, click show to read:
Son of PW
;Campaign Script
;Slurricane-for class (money scripts)
script
;add money to timurids if under 10k
monitor_event FactionTurnEnd FactionType timurids
and not FactionIsLocal
and Treasury < 10000
console_command add_money timurids, 10000
end_monitor
;event money base for hre conflict
monitor_event FactionTurnEnd FactionType hre
and not FactionIsLocal
and Treasury < 100000
console_command add_money hre, -10000
console_command add_money hre, -10000
console_command add_money hre, -15000
end_monitor
;Add money england
monitor_event FactionTurnEnd FactionType england
and not FactionIsLocal
and Treasury < 2000
console_command add_money england, 10000
console_command add_money england, 10000
console_command add_money england, 10000
console_command add_money england, 10000
console_command add_money england, 10000
end_monitor
;mongol reduction
monitor_event FactionTurnEnd FactionType mongols
and not FactionIsLocal
and Treasury < 3000000
console_command add_money mongols, -100000
console_command add_money mongols, -100000
console_command add_money mongols, -100000
console_command add_money mongols, -100000
console_command add_money mongols, -100000
end_monitor
;mongol optimization
monitor_event FactionTurnEnd FactionType mongols
and not FactionIsLocal
and Treasury < 30000
console_command add_money mongols, 100000
console_command add_money mongols, 100000
console_command add_money mongols, 100000
console_command add_money mongols, 100000
console_command add_money mongols, 100000
end_monitor
wait_monitors
end_script
is this what you guys meant?
I think everyone is getting the idea here.
Theodotos, did you find the conditions SettlementBuildingFinished and SettlementBuildingDestroyed in the official docudemons?? They arent in my list. It should probably be:
Code:monitor_event BuildingCompleted SettlementName Nottingham and BuildingName = small_chapel console_command add_money england, 5000 end_monitor
SettlementBuildingFinished and SettlementBuildingExists are conditions, SettlementBuildingDestroyed doesn't seem to be.
For destroyed buildings you will need to use the event BuildingDestroyed and then the condition BuildingName.
The difference is SettlementBuildingFinished requires prior_build, which is exported by BuildingCompleted but not exported by BuildingDestroyed. On the other side, BuildingName requires resource_description which is exported by BuildingDestroyed but not by BuildingCompleted.
Last edited by Augustus Lucifer; June 24, 2009 at 06:23 AM.
House of Ward ~ Patron of Eothese, Mythic_Commodore, Wundai, & Saint Nicholas
Son of PW
That shouldnt work. I would bet that if you check the logs its running that command no matter what conditions you throw in there. If you mix events/conditions on the first line like that things are often unpredictable. FactionTurnEnd and SettlementName are not designed to go together.
Son of PW
Spoiler Alert, click show to read:
Last edited by Celsius; June 24, 2009 at 01:35 PM.
heres mine its for EoR so last oen if Ostrogoths build a port its bad for Eastern Roman Empire as they now have trade partners and so loose money
Code:;;;;;;;;;;fortheuni;;;;;;;;;;;;;;;; monitor_event FactionTurnEnd FactionType hungary and FactionIsLocal and LosingMoney and CampaignDifficulty = very_hard and Treasury < 100 console_command add_money hungary, 2000 end_monitor monitor_event FactionTurnEnd FactionType hre and FactionIsLocal and LosingMoney and Treasury < 100 console_command add_money hre, 2000 end_monitor monitor_event FactionTurnEnd FactionType mongols and FactionIsLocal and LosingMoney and Treasury < 100 console_command add_money mongols, 5000 end_monitor ;;;;;;;Why are you such a good player?;;;;;;;;;;;;;;;;; monitor_event FactionTurnEnd FactionType england and FactionIsLocal and Treasury < 40000 and I_TurnNumber <=5 console_command add_money england, -25000 end_monitor ;;;;;;;;;;;;;;;;;;;;;;;; monitor_event FactionTurnEnd SettlementName Rome FactionType hre and FactionIsLocal and LosingMoney and SettlementBuildingFinished = port and console_command add_money milan -5000
Both look fine.
A couple things in Nak's script. For the "Why are you such a good player?" are you trying to show a mock cheating-prevention script? If so that script would work but it wouldn't do what you want it to do, since it says and Treasury < 40000 that means players will be penalized for having less then 40,000 gold, as opposed to more than. Just flip the logical operator around.
The last one won't work for a few reasons. FactionTurnEnd only exports faction, and two of the conditions SettlementBuildingFinished and SettlementName need the event they run off to export settlement. You also have two conditions on the first line, and an "and" before the command add_money(missing end_monitor also but I'll assume you just didn't paste that part).
House of Ward ~ Patron of Eothese, Mythic_Commodore, Wundai, & Saint Nicholas
Here is my try.
It's to help Scotland for their war against the English
Code:; ; Campaign script ; script monitor_event FactionTurnEnd FactionType scotland and not FactionIsLocal console_command add_money scotland, 5000 end_monitor monitor_event FactionTurnEnd FactionType scotland and not FactionIsLocal and Treasury < 500 console_command add_money scotland, 5000 end_monitor monitor_event FactionTurnEnd FactionType scotland and not FactionIsLocal and FactionIncome < 0 console_command add_money scotland, 10000 end_monitor monitor_event FactionTurnEnd FactionType england and not FactionIsLocal and Treasury > 50000 console_command add_money england, -25000 end_monitor monitor_event FactionTurnEnd FactionType england and not FactionIsLocal and FactionIncome > 10000 console_command add_money england, -2500 end_monitor wait_monitors end_script
Last edited by Ratbag; June 25, 2009 at 08:36 AM.
| "I don't suffer from insanity, I enjoy every minute of it." |
My Workshop |The Graphics Workshop| Critic's Quill |Imperium Graecorum
| "I don't suffer from insanity, I enjoy every minute of it." |
My Workshop |The Graphics Workshop| Critic's Quill |Imperium Graecorum
Looking good. I am making some last minute changes to Lesson 2 and will post it later tonight.
Ta-Da!!!
Spoiler Alert, click show to read:
From the holy bloodline of GodEmperor Nicholas | The last son of Publius
D|need | uanime5 | xeryx | Naimad | Lord_Calidor | Yelü Dashi | Tyre | Augustus Lucifer | gogo t
Tominokar | morfeasnikos | alien_t | dome | Octavius