Hmm, we have syntax like that in our EBBS background script, and it seems to work.
Right, but then what could be the reason why isolating the conditions into their own "if" statements, e.g in my code above, doesn't work?
Because most conditionals require exports from an event (eg, settlement, character) - and therefore need to be included in a monitor_event. It's only conditionals that start with I_ that do not require an event which can be used in if and monitor_conditions.
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
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While experimenting with scripts I noticed that some AdviceThreads in export_descr_advice.txt have a parameter. I found SettlementName and CharacterName. Not useful for me, but I guess some can use it to make their Advisor texts a little bit more detailed, showing the settlement's or character's name.
Is there a way to make the background script detect whether an AI faction has done something, and then have that trigger an event script at the start of the player's turn?
"The mere statement of fact, though it may excite our interest, is of no benefit to us, but when the knowledge of the cause is added, then the study of history becomes fruitful." -Polybios
Depends on what the AI faction has done. What AI event do you want to trigger it?
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
Cool modders use show_err
Cool modders use the tutorials database
Cool modders check out the Welcome to the Modding Forums! thread
Cool modders keep backups
Cool modders help each other out
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