I've ordered things in the a somewhat logical order of operations, unlike what you'll find in the db.
Order doesnt seem to matter but its easiest to think about things in this way
The basics
2820 - how many rounds until the next (that shares a type in incident table) event can fire after this?
2821- The weighted chance this event will fire compared to others. Not % , but a weight.
2822- Follow up chance now believed to mean, if an event is required by this, the chance its follow up event will trigger?
2823-2824 the rounds in which the event can occur
2825- Unique, unclear of how exactly it works, but the thought here is if unique, can only happen once.
Targeting
2826- So the vanilla likes to make a habit of targeting yourself and putting to "default" key. This can be used in the payload.
2827- You need to declare that you intend to target a faction 2
2828- Set target faction 2 to be sun jian
2830- Declare you are going to target a character 2
2831- Set that target character to be Lu Meng
2834- Ignore this line as we arent using a target char 3 here, but this is where you would go about targeting another char , setting it to SunQuan and making sure SunQuan is a faction leader, but i removed that
Safety
2832- make sure target char 2 is not a faction leader
2833- Make sure *you* do not own target char 2. This is tricky , and it only appears possible to check if the player owns them w this command
2835- A safety precaution- make sure this event doesnt keep firing if its already fired once. Can be used to prevent duplicates or other storylines with other events.
Lets say you have two different events that spawn a character, you dont want both to fire, so they need to check one another, Likewise for this- if you move Lu Meng to your faction, things dont work out and he leaves, you dont want him coming right back endlessly.