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Thread: Newbie scripting question [LevyScript]

  1. #31

    Default Re: Newbie scripting question [LevyScript]

    alpaca:

    when I try:

    monitor_event SettlementTurnStart SettlementName London
    and BuildingDestroyed = emergency_call
    console_command puppify_my_love
    console_command add_money england, 40000
    end_monitor

    I get puppies immediately whenever I start a new game, what sort of syntax can one put in the TrueCondition block? (Ie; I need to check for a specific building getting destroyed during a particular settlement's turn.

    Also, is there a way to check the existence of a particular level of a building in a monitor event? I have the following buildings;

    [General]
    emergency_call
    Level 1: Emergency Levy (City) - emergency_levy

    castle_emergency_call
    Level 1: Emergency Muster (Castle) - emergency_muster

    [Militia Muster] (City)

    city_muster
    Level 1: Auxiliary Levy - auxiliary_levy
    Level 2: General Levy - general_levy
    Level 3: War Levy - war_levy

    [Army Muster] (Castle)

    castle_muster
    Level 1: Auxiliary Muster - auxiliary_muster
    Level 2: General Muster - general_muster
    Level 3: Expeditionary Muster - expeditionary_muster
    Level 4: War Muster - war_muster

    But for some reason, when I do something like:

    declare_counter muster_exists
    set_counter muster_exists 0
    monitor_event SettlementTurnStart SettlementName London
    and SettlementBuildingExists = emergency_call
    set_counter muster_exists 1
    ;console_command puppify_my_love
    end_monitor

    it works, whereas when I do this

    declare_counter muster_exists
    set_counter muster_exists 0
    monitor_event SettlementTurnStart SettlementName London
    and SettlementBuildingExists = emergency_levy
    set_counter muster_exists 1
    ;console_command puppify_my_love
    end_monitor

    it never fires.

    Am I using SettlementBuildingExists incorrectly (ie; can it only get the base building class and not building level), or is there another condition I can use instead?

  2. #32

    Default Re: Newbie scripting question [LevyScript]

    Nevermind, I figured it out!

    Code:
    monitor_event BuildingDestroyed BuildingName = war_levy
    ;;;;;Do some stuff
    end_monitor
    It works like a charm, now I just have to get the rest of the buildings together!

  3. #33
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    Default Re: Newbie scripting question [LevyScript]

    Yeah the docudemon example for SettlementBuildingExists is a bit faulty.
    You have to use
    Code:
    declare_counter muster_exists
    set_counter muster_exists 0
    monitor_event SettlementTurnStart SettlementName London
    and SettlementBuildingExists emergency_call = emergency_level
    set_counter muster_exists 1
    ;console_command puppify_my_love
    end_monitor
    As logic tokens you can use >, <, =, a combination of these and !=

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