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  1. #1

    Default money script issue

    in short i've on my campaign_scripts tons of scripts and many related to money, but issue is somehow each turn this gives me 10k from nowhere, i deleted all entries wich adds money and still doing the same...

    than the most odd was trying to take back those 10k to make the game and money return to normal influx (taxes,farm,etc) i've this script:

    monitor_event FactionTurnStart FactionType teutonic_order
    and not IsFactionAIControlled
    add_money teutonic_order, -10000
    and I_TurnNumber = 1
    terminate_monitor
    end_monitor
    this works and canceled the wrong 10k per turn BUT when i added this all the yes/no or historic_events stoped working, with this they dont work i take this off they work again

    than i tried new way to cancel the wrong 10k per turn by using this:

    monitor_event FactionTurnEnd FactionType teutonic_order
    add_money teutonic_order -10000
    end_monitor
    this makes at end of turn showing right but during the AI turn the money (place where displays) goes wrong value than negative and only when new turn starts (for player) this shows right again

    my question is what is wrong with first script wich make all events (yes/no) or historic_events stoping working?

    or what can i do to cancel the each turn ghost 10k by like i showed above taking back with the same ammount but without mess with the finance display during the AI turn?

    so resuming, cancel the ghost/extra 10k caused by some other script by make each turn taking back -10k but make sure the money on finance bar is displaying correctly ?

    any idea how to fix?
    Common sense removed due being Disruptive.

  2. #2
    Alpha Zeke's Avatar Vicarius
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    Default Re: money script issue

    Does it have anything to do with the comma in the first script thats not in the second script, right after teutonic_order?

  3. #3

    Default Re: money script issue

    with or without this does the same, no historic_events or yes/no events works (first script)
    Common sense removed due being Disruptive.

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: money script issue

    The syntax is right, but it needs the console_command prefix and the turn_number condition needs to be at the start with the other conditions:

    monitor_event FactionTurnStart FactionType teutonic_order
    and not IsFactionAIControlled
    and I_TurnNumber = 1
    console_command add_money teutonic_order, -10000
    terminate_monitor
    end_monitor
    Have a look if there any increases in king's purse in your script, search for this word: set_kings_purse or increase_kings_purse that might explain sudden increases. Otherwise it will only through add_money.
    Last edited by Gigantus; September 03, 2010 at 03:28 AM.










  5. #5

    Default Re: money script issue

    i removed all king purses related to teutonic_order and yet it still always giving 1000 every single turn, also i tried your script and it didnt worked, did for first turn than showed on finance overview the money (with the extra 10000) =/

    so at moment all it needs is a script wich every single turn cancels the anormal 10000 without mess with the value on finance overview so its all a case of do the inverse so it cancels it give 10 take 10 method
    Common sense removed due being Disruptive.

  6. #6
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: money script issue

    It will only work in the first turn, you decided so yourself with this line:
    and I_TurnNumber = 1

    If you want it to deduct every turn, simply delete that line.

    Did you check the king's purse in descr_strat?










  7. #7

    Default Re: money script issue

    Your script also terminates after it fires so delete that line as well.

    Have you tried searching your campaign_script for all instances of "add_money" and all instances of "10000" as well - regardless of faction? If this money is definitely coming from a script rather than a large bonus on building incomes or the kings purse in desr_stat, then it must be in this file somewhere.
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  8. #8

    Default Re: money script issue

    how can i add money on the first turn and i mean on first screen when start campaign (but only one time) via script ??
    Common sense removed due being Disruptive.

  9. #9
    Alpha Zeke's Avatar Vicarius
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    Default Re: money script issue

    monitor_event PreFactionTurnStart FactionType teutonic_order
    and not IsFactionAIControlled
    and I_TurnNumber = 1
    console_command add_money teutonic_order, -10000
    terminate_monitor
    end_monitor

    I think that should work.

    If not, is there a way for and not I_turnnumber > 1?

  10. #10

    Default Re: money script issue

    this is all messy .... don't show right value on finance overview shows 21k instead of the real 10-11k

    idea is give 10k as campaign starts and than take 10k as turn ends maybe this work-
    Common sense removed due being Disruptive.

  11. #11
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: money script issue

    Omega had a minus in the add_money line.
    If you leave out the turn_number line and leave the terminate_monitor line then the money will be added only the first time the faction starts as a player faction:
    monitor_event PreFactionTurnStart FactionType teutonic_order ;script starts when the faction before teutonic_order has finished
    and not IsFactionAIControlled ; only when the faction is controlled by the player
    console_command add_money teutonic_order, 10000 ; once the condition is met 10000 florins are payed to the teutonic_order faction
    terminate_monitor ; once the script has fired it gets 'switched off'
    end_monitor ; ends the script










  12. #12

    Default Re: money script issue

    i've found the source and was nothing related to what i posted here

    the source of the 10k was this

    ;------------------- turks helping script money cash cash -------------------;
    monitor_event FactionTurnStart FactionType turks
    and IsFactionAIControlled
    console_command add_money 10000
    end_monitor

    i removed so now all is running fine !!
    Common sense removed due being Disruptive.

  13. #13
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: money script issue

    I thought you had checked for add_money instances in the script?

    ..nowhere, i deleted all entries wich adds money and still doing the same...










  14. #14

    Default Re: money script issue

    Quote Originally Posted by Gigantus View Post
    I thought you had checked for add_money instances in the script?
    yes i did with notepad (search feature) but it only gived me the entries from last stand script and this showed me this one, this one i found by manual line by line search and took a long time!!
    Common sense removed due being Disruptive.

  15. #15
    irishron's Avatar Cura Palatii
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    Default Re: money script issue

    How about making -10000 10000?

  16. #16
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: money script issue

    I prefer money scripts that go according to number of regions held. More realistic.

    Edit: tip for searching - leave out the first and last letter of a word you are looking for, that way you can be sure that formatting issues don't interfere with the search.
    Last edited by Gigantus; September 03, 2010 at 10:21 PM.










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