In scripts\show_me. the scripts traditionally should be placed in there. (other than campaign scripts which are usually located in the maps\campaign\your mods campaign.
As long as what's in the reform script is applicable to your mod. If it's buildings, settlements and such then you may want to double check if those are in your own mod or you will have to alter the commands to suit your own mod.
Could be something basic like
Code:declare_counter reform_message ;;;;;;;;; Detect the reform conditions monitor_event I_TurnNumber > 88 and Treasury < 20000 console_command create_building Rome royal_barracks terminate_monitor end_monitorCode:;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;; Wait for turn to end, then start reform REPEAT THIS FOR MULTIPLE/ALL FACTIONS EX //SELEUCID! monitor_event I_TurnNumber > 88 and Treasury < 20000 and I_LocalFaction romans_julii console_command create_building Rome royal_barracks console_command control romans_julii console_command capture_settlement Rome console_command control romans_julii provoke_rebellion Rome set_counter reform_message 1 terminate_monitor end_monitorCode:;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;; Always Provoke a rebellion in Rome monitor_conditions I_SettlementOwner Rome = romans_julii and I_LocalFaction romans_julii provoke_rebellion Rome terminate_monitor end_monitor ;;;;;;;;; Make sure the player doesn't get revolt message monitor_event FactionTurnStart FactionIsLocal and I_CompareCounter reform_message = 2 console_command clear_messages set_counter reform_message 0 terminate_monitor end_monitor ;;;;;;;;; Clear marius popup and Display reform message monitor_event FactionTurnStart FactionIsLocal and I_CompareCounter reform_message = 1 console_command clear_messages console_command test_message disaster_fire set_counter reform_message 2 terminate_monitor end_monitor





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