
ROOT is empty or a third party, new_character is empty or a third party. FROM is the character receiving the event, FROMFROM is the person sending the event. Used for notifications to diplomatic decisions, such as Declare War or Revoke Title. Warning: fires to the owner of the province, but ROOT is the province! Vanilla frames: GFX_event_narrative_frame_diplomacy, GFX_event_narrative_frame_war, GFX_event_narrative_frame_economy, GFX_event_narrative_frame_intrigue, GFX_event_narrative_frame_religion.īasic province event. Similar to character_event, but with a large ornamented first letter, fancy frame, and slightly larger window. Vanilla frames: GFX_event_letter_frame_diplomacy, GFX_event_letter_frame_war, GFX_event_letter_frame_war_big, GFX_event_letter_frame_economy, GFX_event_letter_frame_intrigue, GFX_event_letter_frame_religion. Vanilla frames: GFX_event_long_frame_diplomacy, GFX_event_long_frame_war, GFX_event_long_frame_economy, GFX_event_long_frame_intrigue, GFX_event_long_frame_religion.

Vanilla frames: GFX_event_normal_frame_diplomacy, GFX_event_normal_frame_war, GFX_event_normal_frame_economy, GFX_event_normal_frame_intrigue, GFX_event_normal_frame_religionīigger popup for character events, used in vanilla learning scenario. It is the counterpart of the immediate block.īasic information Type #Command block executed after any option is chosen. #Command block executed once the target is eligible, but before displaying the event #Randomness of the event (not applicable for triggered-only events) one or more options which will affect the character in the event-writer's chosen way.a "mean time to happen" or average time it takes for the event to fire.an initial trigger which fires the event on a character.11.4 Turn by turn interactive event chains.10.4 Option availability hint and border color.Manually fire the event via event, to check there are no design errors and verify localizations.Load the game, and use console commands to meet the conditions of the event (can be seen via testevent ).Run The Validator to make sure there are no syntax errors (it's way faster to catch error this way, as testing in-game is not very efficient.).

Once you've finished scripting, usually you'll need to: If it triggers by itself, use fast triggers to prevent the trigger from being evaluated for EVERY single character in the world, which costs a lot of computer power.Decide if the event should trigger by itself or be triggered by something else ( on action, decision, or other event).There are often multiple ways to script an event chain, but some are more efficient/simpler! Decide for whom the event should fire.When writing an event (or event chain) the steps are usually the following: Please help with verifying or updating older sections of this article.Īt least some were last verified for version 2.7.Įvents are powerful for modding and easy to learn.
