Issue with Event Modding

For specific technical issues and questions.

Issue with Event Modding

PostPosted by Mister Sprinkles » Thu May 25, 2017 04:28

First of all, I want to get the obligatory butt kissing out of the way and tell you what you already know in that this mod is absolutely incredible. To put it into perspective I currently have 942 hours logged into CK2 on steam and have yet to actually play vanilla so there's that.

With that being said I have recently taken the leap to start looking into the mods files and even do a little scripting in a submod myself. I'm currently working on putting together a personal cheat menu in the same vein of sketchys cheat menu and unsavory cheat menu mods that i've found. I have zero experience doing stuff like this and so far have pieced everything together from the modding wiki and going through and 'reverse engineering' existing mods.

One thing that currently seems to be hanging me up is chaining multiple events together. The concept is an "all-in-one valyrian steel cheat". with it i am trying to get it to start with 3 options:
1. Add Valyrian Steel Sword
2. Add Valyrian Steel Armor
3. Add Modifier (to fix missing has_valyrian_steel modifier if necessary)

now if i just use the trait "valyrian_steel" the event works fine. what i'm trying to do however is have it so if you select Option A it fires a subsequent event that goes through the various swords (similar to the reforge valyrian steel event)

The problem is when I try to set it up like this it seems to immediately fire the 2nd event without ever showing the 3 options for the first event.

I swore I wouldn't come on here bothering people with my questions when I started this project but this one has me banging my head against a wall and i'm positive it must be something simple i'm missing. I ask the more experienced folk here to save me a few more hours of frustration and let me know what i'm missing please and thank you!

Code: Select all
###Choose sword, armor or modifier fix###

character_event = {
   id = valy_cheat.1
   desc = "EVTDESCvaly_cheat.1"
   picture = "GFX_evt_valyrian_steel"   
   
   is_triggered_only = yes
      
   #Add Valyrian Steel Sword#
   option = {
      name = "EVTOPTAvaly_cheat.1"
      character_event = { id = valy_cheat.2 }
   }   
   
   #Add Valyrian Steel Armor#
   option = {   
      name = "EVTOPTBvaly_cheat.1"
      add_trait = valyrian_armour
   }
   
   #Add has_valyrian_steel Modifier   
   option = {
      name = "EVTOPTCvaly_cheat.1"
      add_character_modifier = { name = owns_valyrian_steel_sword  duration = -1 }
   }
}


###Choose sword###

character_event = {
   id = valy_cheat.2
   desc = "EVTDESCvaly_cheat.2"
   picture = "GFX_evt_valyrian_steel"
   
   is_triggered_only = yes
   
   option = {
      name = "EVTOPTAvaly_cheat.a" #Use this design
      add_trait = valyrian_steel
      add_character_modifier = { name = owns_valyrian_steel_sword  duration = -1 }
   }               
   
   option = {
      name = "EVTOPTAvaly_cheat.a" #Use this design
      add_trait = lightbringer
      add_character_modifier = { name = owns_valyrian_steel_sword  duration = -1 }
   }               

   option = {
      name = "EVTOPTAvaly_cheat.a" #Use this design
      add_trait = longclaw_snow
      add_character_modifier = { name = owns_valyrian_steel_sword  duration = -1 }      
   }

   option = {
      name = "EVTOPTBvaly_cheat.b" #More
      character_event = { valy_cheat.3 }
   }
}


Mister Sprinkles
 
Posts: 20
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Re: Issue with Event Modding

PostPosted by Turncloak » Thu May 25, 2017 11:05

I may be wrong but from the code you sent it seems you haven't declared the namespace.

At the top of the file you should have:
Code: Select all
 namespace = valy_cheat
Last edited by Turncloak on Thu May 25, 2017 12:32, edited 1 time in total.
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Re: Issue with Event Modding

PostPosted by Mister Sprinkles » Thu May 25, 2017 12:29

Thank you so much!

I refuse to admit just how many hours i sat staring at that wondering what was wrong... Working exactly like I intended now so thank you again.
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Re: Issue with Event Modding

PostPosted by Turncloak » Thu May 25, 2017 12:32

I'm glad to be of help. Have fun with your mod.
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Re: Issue with Event Modding

PostPosted by Mister Sprinkles » Sat May 27, 2017 05:29

alright so valyrian steel cheat is a live and well and working even better than originally intended. I've also come up with a number of small additions to my personal "cheat submod" but i've come across another roadblock.

so overall i'm making an all-in-one dragon cheat. it's a targeted decision against yourself to initiate an event. from here you choose dragon egg cheats (add dragon egg. add dragon intel. hatch dragon egg.) or dragon cheats (spawn dragon. tame dragon. dragons for all.) as of now 5 of 6 of these options are working as intended or close enough to it that i can figure them out with some fine tuning. dragons for all however has been another story...

the just of this option is that i want to spawn dragons a shit ton of dragons across the realm! i'd like to scope it so either every ai lord at a certain level and above or every living head of dynasty has a randomly generated dragon spawned and added as a friend. let the good times roll!

i'm almost ashamed to post what i've put together so far as it's a sad bastardization of existing code but it worked out for me last time so here it goes:

Code: Select all
option = {
      name = "EVTOPTCdragon_cheat.3" #Dragons for Everyone!
      
      if = {
         limit = {
            ai = yes
            NOT = {
               any_friend = {
                  is_alive = yes
                  trait = dragon
               }
            }
         }
         random_list = {
            50 = {
               create_character = {
                  dynasty = culture
                  age = 10
                  culture = dragon
                  religion = dragon_rel
                  historical = yes
               }
            }
            50 = {
               create_character = {
                  female = yes
                  dynasty = culture
                  age = 10
                  culture = dragon
                  religion = dragon_rel
                  historical = yes
               }
            }
         }
         new_character = {
            add_friend = ROOT
            add_trait = dragon
            change_martial = 10
            
            random = {
               chance = 5
               if = {
                  limit = {
                     NOT = { trait = obedient_dragon }
                  }
                  add_trait = wroth_dragon
               }
            }
            random = {
               chance = 5
               if = {
                  limit = {
                     NOT = { trait = wroth_dragon }
                  }
                  add_trait obedient_dragon
               }
            }
            random = {
               chance = 5
               if = {
                  limit = {
                     NOT { trait = playful_dragon }
                  }
                  add_trait = lazy_dragon
               }
            }
            random = {
               chance = 5
               if = {
                  limit = {
                     NOT = { trait = lazy_dragon }
                     NOT = { trait = shy_dragon }
                  }
                  add_trait = playful_dragon   
               }   
            }
            random = {
               chance = 5
               add_trait = ravenous_dragon
            }
            random = {
               chance = 5
               add_trait = lunatic_dragon
            }
            random = {
               chance = 5
               if = {
                  limit = {
                     NOT = { trait = shy_dragon }
                  }
                  add_trait = affectionate_dragon
               }
            }
            random = {
               chance = 5
               if = {
                  limit = {
                     NOT = { trait = affectionate_dragon }
                     NOT = { trait = playful_dragon }
                  }
                  add_trait = shy_dragon
               }
            }
            random = {
               chance = 5
               add_trait strong_dragon
            }
            random = {
               chance = 5
               add_trait = nimble_dragon
            }
            random = {
               chance = 5
               add_trait = fertile_dragon
            }
            random = {
               chance = 5
               add_trait = sickly_dragon
            }
            random = {
               chance = 5
               if = {
                  limit = {
                     NOT = { trait = ugly_dragon }
                  }   
                  add_trait = fair_dragon
               }
            }
            random = {
               chance = 5
               if = {
                  limit = {
                     NOT = { trait = fair_dragon }
                  }
                  add_trait = ugly_dragon
               }   
            }
            random_list = {
               1 = { add_trait = dragon_1 }
               1 = { add_trait = dragon_2 }
               1 = { add_trait = dragon_3 }
               1 = { add_trait = dragon_4 }
               1 = { add_trait = dragon_5 }
               1 = { add_trait = dragon_6 }
               1 = { add_trait = dragon_7 }
               1 = { add_trait = dragon_8 }
               1 = { add_trait = dragon_9 }
               1 = { add_trait = dragon_10 }
               1 = { add_trait = dragon_11 }
               1 = { add_trait = dragon_12 }
               1 = { add_trait = dragon_13 }
               1 = { add_trait = dragon_14 }
               1 = { add_trait = dragon_15 }
               1 = { add_trait = dragon_16 }
               1 = { add_trait = dragon_17 }
               1 = { add_trait = dragon_18 }
               1 = { add_trait = dragon_19 }
               1 = { add_trait = dragon_20 }
               1 = { add_trait = dragon_21 }
               1 = { add_trait = dragon_22 }
               1 = { add_trait = dragon_23 }
               1 = { add_trait = dragon_24 }
               1 = { add_trait = dragon_25 }
               1 = { add_trait = dragon_26 }
            }   
         }
      }
         
   }
Mister Sprinkles
 
Posts: 20
Joined: Thu May 25, 2017 04:16

Re: Issue with Event Modding

PostPosted by blackninja9939 » Sat May 27, 2017 09:37

I'll tell you what is wrong with your code but also first warn you as doing something to every single ai ruler is quite an intensive script.

As for the fix, your code doesn't actually scope to any ai rulers. It checks if the person taking the event is an ai which they are obviously not as only the player I imagine can trigger these cheats.

Your script should instead be like this and scope to those rulers instead of checking the person getting the event meets the conditions, I have also included an optional line to only give the dragons to kings and above.

Code: Select all
option = {
   name = "EVTOPTCdragon_cheat.3" #Dragons for Everyone!

   any_playable_ruler = {
      limit = {
         ai = yes
         higher_tier_than = DUKE #optional - only for kings and emperors
         NOT = {
            any_friend = {
              is_alive = yes
              trait = dragon
            }
         }
      }
      random_list = {
         50 = {
            create_character = {
               dynasty = culture
               age = 10
               culture = dragon
               religion = dragon_rel
               historical = yes
            }
         }
         50 = {
            create_character = {
               female = yes
               dynasty = culture
               age = 10
               culture = dragon
               religion = dragon_rel
               historical = yes
            }
         }
      }
      new_character = {
         add_friend = ROOT
         add_trait = dragon
         change_martial = 10
      
         random = {
            chance = 5
            if = {
               limit = {
                  NOT = { trait = obedient_dragon }
               }
               add_trait = wroth_dragon
            }
         }
         random = {
            chance = 5
            if = {
               limit = {
                  NOT = { trait = wroth_dragon }
               }
               add_trait obedient_dragon
            }
         }
         random = {
            chance = 5
            if = {
               limit = {
                  NOT { trait = playful_dragon }
               }
               add_trait = lazy_dragon
            }
         }
         random = {
            chance = 5
            if = {
               limit = {
                  NOT = { trait = lazy_dragon }
                  NOT = { trait = shy_dragon }
               }
               add_trait = playful_dragon   
            }   
         }
         random = {
            chance = 5
            add_trait = ravenous_dragon
         }
         random = {
            chance = 5
            add_trait = lunatic_dragon
         }
         random = {
            chance = 5
            if = {
               limit = {
                  NOT = { trait = shy_dragon }
               }
               add_trait = affectionate_dragon
            }
         }
         random = {
            chance = 5
            if = {
               limit = {
                  NOT = { trait = affectionate_dragon }
                  NOT = { trait = playful_dragon }
               }
               add_trait = shy_dragon
            }
         }
         random = {
            chance = 5
            add_trait strong_dragon
         }
         random = {
            chance = 5
            add_trait = nimble_dragon
         }
         random = {
            chance = 5
            add_trait = fertile_dragon
         }
         random = {
            chance = 5
            add_trait = sickly_dragon
         }
         random = {
            chance = 5
            if = {
               limit = {
                  NOT = { trait = ugly_dragon }
               }   
               add_trait = fair_dragon
            }
         }
         random = {
            chance = 5
            if = {
               limit = {
                  NOT = { trait = fair_dragon }
               }
               add_trait = ugly_dragon
            }   
         }
         random_list = {
            1 = { add_trait = dragon_1 }
            1 = { add_trait = dragon_2 }
            1 = { add_trait = dragon_3 }
            1 = { add_trait = dragon_4 }
            1 = { add_trait = dragon_5 }
            1 = { add_trait = dragon_6 }
            1 = { add_trait = dragon_7 }
            1 = { add_trait = dragon_8 }
            1 = { add_trait = dragon_9 }
            1 = { add_trait = dragon_10 }
            1 = { add_trait = dragon_11 }
            1 = { add_trait = dragon_12 }
            1 = { add_trait = dragon_13 }
            1 = { add_trait = dragon_14 }
            1 = { add_trait = dragon_15 }
            1 = { add_trait = dragon_16 }
            1 = { add_trait = dragon_17 }
            1 = { add_trait = dragon_18 }
            1 = { add_trait = dragon_19 }
            1 = { add_trait = dragon_20 }
            1 = { add_trait = dragon_21 }
            1 = { add_trait = dragon_22 }
            1 = { add_trait = dragon_23 }
            1 = { add_trait = dragon_24 }
            1 = { add_trait = dragon_25 }
            1 = { add_trait = dragon_26 }
         }   
       }
   }
}
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Re: Issue with Event Modding

PostPosted by Mister Sprinkles » Sat May 27, 2017 17:30

thanks again for the quick reply! quick question on the code you provided, how would I take it one step further and limit it to just rulers within westeros(ish)?

I've been able to get close to what I want but it limits it to vassals currently under the iron throne. I'd like it to cover rulers of high lordships and above throughout westeros regardless of their liege.

I feel like it has something to do with `any_de_jure_vassal_title` but I'm spinning my wheels

Thanks again!
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Re: Issue with Event Modding

PostPosted by blackninja9939 » Sat May 27, 2017 17:42

Mister Sprinkles wrote:thanks again for the quick reply! quick question on the code you provided, how would I take it one step further and limit it to just rulers within westeros(ish)?

I've been able to get close to what I want but it limits it to vassals currently under the iron throne. I'd like it to cover rulers of high lordships and above throughout westeros regardless of their liege.

I feel like it has something to do with `any_de_jure_vassal_title` but I'm spinning my wheels

Thanks again!

Add to the limit of my one, capital_scope = { region = world_westeros }
That will limit it to only playable rulers who have their capital in Westeros.
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Re: Issue with Event Modding

PostPosted by Mister Sprinkles » Tue May 30, 2017 02:43

thanks again for that. worked perfectly. as i've gotten a little deeper down the rabbit hole of modding i've decided i want to try to put together a 'cheat menu' submod similar to a few i've seen around here and i already have some pretty fun things set up via targeted decisions > events.

anyways that brings me to my 2 latest questions.

1. several of my ideas involve kicking off an event chain via targeted decision on another character. this event will then give 3 options to add individual traits and then the 4th option will be "more" which will kick off another event showing 3 more trait options, etc... what i find i really struggle with is getting it to target properly (FROM, FROMFROM, ROOT, THIS, etc...) I find with some trial and error I can generally get it to work. For example:

i have one cheat that goes as follows:

targeted decision (other character) > intro event (choose an option to kick off another event) > 2nd event (given 3 trait options and 4th option for more)

i'm finding myself using FROMFROM and then FROMFROMFROM and then i seem to hit a wall. do i just keep adding FROMs indefinitely? feel like i'm definitely missing something here....


2. Just curious what changes to 'potential' would i need to make to the "Go into Hiding' targeted decision so that it only appears when allowed? (not grayed out). i've tried making what i thought where the necessary changes to potential but i accidentally broke the whole thing. reverted it back and tried making it a decision instead of a targetted decision and validator did NOT like that at all... haha. call me picky but all of my cheats show up via the target self decision menu once enabled and it irks me seeing "Go into Hiding" grayed out in the middle of them.

appreciate any help
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Re: Issue with Event Modding

PostPosted by blackninja9939 » Tue May 30, 2017 10:43

1. You can only scope back 4 FROMs. In your case I would suggest using event targets, look them on the wiki but generally what it does is you save a character/title/provinces as a custom named target then can reference that thing later on in the same event chain.

2. Just move all the conditions from the allow section into the potential and then it will only show up when you can definitely take it.
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Re: Issue with Event Modding

PostPosted by Mister Sprinkles » Tue May 30, 2017 11:18

blackninja with the save again. i think event targets are exactly what I'm looking for. from what I can see though after playing around with them a bit, i'll need to save a scope other than FROMFROM.

in the event chain i'm working on i added this into the initial event before the options:

Code: Select all
immediate = {
      FROMFROM = {
         save_event_target_as = feelgood_patient
      }
   }


this worked great for the first tier of the event chain but as it continued it didn't seem to save the state of FROMFROM at the time it was run but rather whatever returns for FROMFROM at that point and so didn't work for FROMFROMFROM etc

i've been looking through the scopes wiki to find a better way to handle this targeted decision event chain and the best i can come up with would be running something like setting a character flag or trait that gets added at the beginning of the event that i can then use to save event target but i feel like that's the long way about it.

tl;dr
what's the simplest way to be able to target any character to fire off Event A that has an option for Event B. First 3 options of Event B are to add individual traits, 4th option is to show more (Event C). and so on

i've managed to get extremely close and achieved exactly what i want for a self-targeted decision with a similar event chain. it's just putting one together where you can target either yourself or another character and achieve the same effect.

thanks again!
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Re: Issue with Event Modding

PostPosted by blackninja9939 » Tue May 30, 2017 11:27

Event targets save that specific character at the time it is used to event targets should work fine for storing the character you need.
You would have to post your decision and events as otherwise I am not getting what is not working about event targets for you.
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Re: Issue with Event Modding

PostPosted by Mister Sprinkles » Tue May 30, 2017 11:49

alright but i'm going to warn you it's a doozy... haha

it's not finished yet and a lot of it won't necessarily tie into this specific question (though if you see any other dumb rookie mistakes i'd appreciate any pointers, like better ways for stacking these crazy amounts of if commands for example!)

basically the just of this cheat/event is that you can select any character (including yourself) to fire it off. once initiated the first event will prompt between 4 options (diseases, injuries, congenital traits and "other" traits). your choice will then fire off another event. right now i'm working through diseases. so the follow up event prompts if you want to remove symptoms (checks target for any symptom traits and if found removes them), remove diseases (same as symptoms you get the idea) or to add diseases. This last one will actually fire off another event that then starts showing 3 individual disease options and a 4th option for more.

firing off the 'contaminate' event that scrolls through the traits to be added seems to be where i run into issues as it switches from the event targeting who i originally selected to targeting my character (example: remove symptoms and remove diseases works fine for the targeted character but if i select to add diseases the follow up event targets me instead)

Code: Select all
namespace = heal_cheat

###DOCTOR FEELGOOD: ADD / HEAL DISEASES, WOUNDS AND CONGENITAL DEFECTS###

character_event = {
   id = heal_cheat.1
   desc = EVTDESCheal_cheat.1
   
   is_triggered_only = yes
   
   immediate = {
      FROMFROM = {
         save_event_target_as = feelgood_patient
      }
   }
   #DISEASES#
   option = {
      name = EVTOPTAheal_cheat.1
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat_diseases }
      ROOT = {
         character_event = { id = heal_cheat.2 }    
      }
   }
   #WOUNDS#
   option = {
      name = EVTOPTBheal_cheat.1
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat_wounds }
   }
   #CONGENITAL#
   option = {
      name = EVTOPTCheal_cheat.1
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat_congenital }
   }
   #SOUL#
   option = {
      name = EVTOPTDheal_cheat.1
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat_other }
   }
}

###DISEASES###

character_event = {
   id = heal_cheat.2
   desc = EVTDESCheal_cheat.2
   
   is_triggered_only = yes
   
   #CURE SYMPTOMS#
   option = {
      name = EVTOPTAheal_cheat.2
      trigger = {
         event_target:feelgood_patient = {
            OR = {
               trait = cough
               trait = fever
               trait = diarrhea
               trait = vomiting
               trait = chest_pain
               trait = cramps
               trait = rash
               trait = headache
               trait = abdominal_pain
               trait = fatigue
               trait = malaise
               trait = infection
            }
         }
      }
      event_target:feelgood_patient = {
         if = {
            limit = {
               trait = cough
            }
            remove_trait = cough
         }
         if = {
            limit = {
               trait = fever
            }
            remove_trait = fever
         }
         if = {
            limit = {
               trait = diarrhea
            }
            remove_trait = diarrhea
         }
         if = {
            limit = {
               trait = vomiting
            }
            remove_trait = vomiting
         }
         if = {
            limit = {
               trait = chest_pain
            }
            remove_trait = chest_pain
         }
         if = {
            limit = {
               trait = cramps
            }
            remove_trait = cramps
         }
         if = {
            limit = {
               trait = rash
            }
            remove_trait = rash
         }
         if = {
            limit = {
               trait = headache
            }
            remove_trait = headache
         }
         if = {
            limit = {
               trait = abdominal_pain
            }
            remove_trait = abdominal_pain
         }
         if = {
            limit = {
               trait = fatigue
            }
            remove_trait = fatigue
         }
         if = {
            limit = {
               trait = malaise
            }
            remove_trait = malaise
         }      
         if = {
            limit = {
               trait = infection
            }
            remove_trait = infection
         }         
      }
   }
      
   #CURE DISEASES#
   option = {
      name = EVTOPTBheal_cheat.2
      trigger = {
         event_target:feelgood_patient = {
            OR = {
               trait =   ill
               trait = infirm
               trait = incapable
               trait = blinded_age
               trait = pneumonic
               trait = syphilitic
               trait = leper
               trait = has_tuberculosis
               trait = has_typhoid_fever
               trait = has_typhus
               trait = has_bubonic_plague
               trait = has_measles
               trait = has_small_pox
               trait = has_aztec_disease
               trait = has_bloody_flux
               trait = has_pox
               trait = has_red_death
               trait = has_butterfly_fever
               trait = has_grey_plague
               trait = has_greyscale
               trait = greyscale_scarred
               trait = flu
               trait = dysentery
               trait = gout
               trait = food_poisoning
               trait = rabies
               trait = cancer
               trait = dancing_plague
               trait = scurvy
               trait = sick_incapable
               trait = lovers_pox         
            }
         }
      }
      event_target:feelgood_patient = {
         if = {
            limit = { 
               trait = ill
            }
            remove_trait = ill
         }
         if = {
            limit = {
               trait = infirm
            }
            remove_trait = infirm
         }
         if = {
            limit = {
               trait = incapable
            }
            remove_trait = incapable
         }
         if = {
            limit = {
               trait = blinded_age
            }
            remove_trait = blinded_age
         }
         if = {
            limit = {
               trait = pneumonic
            }
            remove_trait = pneumonic
         }
         if = {
            limit = {
               trait = syphilitic
            }
            remove_trait = syphilitic
         }
         if = {
            limit = {
               trait = leper
            }
            remove_trait = leper
         }
         if = {
            limit = {
               trait = has_tuberculosis
            }
            remove_trait = has_tuberculosis
         }
         if = {
            limit = {
               trait = has_typhoid_fever
            }
            remove_trait = has_typhoid_fever
         }
         if = {
            limit = {
               trait = has_typhus
            }
            remove_trait = has_typhus
         }
         if = {
            limit = {
               trait = has_bubonic_plague
            }
            remove_trait = has_bubonic_plague
         }
         if = {
            limit = {
               trait = has_measles
            }
            remove_trait = has_measles
         }
         if = {
            limit = {
               trait = has_small_pox
            }
            remove_trait = has_small_pox
         }
         if = {
            limit = {
               trait = has_aztec_disease
            }
            remove_trait = has_aztec_disease
         }
         if = {
            limit = {
               trait = has_bloody_flux
            }
            remove_trait = has_bloody_flux
         }
         if = {
            limit = {
               trait = has_pox
            }
            remove_trait = has_pox
         }
         if = {
            limit = {       
               trait = has_red_death
            }
            remove_trait = has_red_death
         }
         if = {
            limit = {
               trait = has_butterfly_fever
            }
            remove_trait = has_butterfly_fever
         }
         if = {
            limit = {
               trait = has_grey_plague
            }
            remove_trait = has_grey_plague
         }
         if = {
            limit = {
               trait = has_greyscale
            }
            remove_trait = has_greyscale
         }
         if = {
            limit = {
               trait = greyscale_scarred
            }
            remove_trait = greyscale_scarred
         }
         if = {
            limit = {
               trait = flu
            }
            remove_trait = flu
         }
         if = {
            limit = {
               trait = dysentery
            }
            remove_trait = dysentery
         }
         if = {
            limit = {
               trait = gout
            }
            remove_trait = gout
         }
         if = {
            limit = {
               trait = food_poisoning
            }
            remove_trait = food_poisoning
         }
         if = {
            limit = {
               trait = rabies
            }
            remove_trait = rabies
         }
         if = {
            limit = {
               trait = cancer
            }
            remove_trait = cancer
         }
         if = {
            limit = {
               trait = dancing_plague
            }
            remove_trait = dancing_plague
         }
         if = {
            limit = {
               trait = scurvy
            }
            remove_trait = scurvy
         }
         if = {
            limit = {
               trait = sick_incapable
            }
            remove_trait = sick_incapable
         }
         if = {
            limit = {
               trait = lovers_pox
            }
            remove_trait = lovers_pox
         }
      }
   }
   #ADD DISEASES#
   option = {
      name = EVTOPTCheal_cheat.2
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat.2 }
      event_target:feelgood_patient = {
         character_event = { id = heal_cheat.3 }
      }
   }   
   #NEVERMIND
   option = {
      name = EVTOPTnevermind
      custom_tooltip = { text = CUSTOMTOOLTIPnevermind }
   }
}

###ADD DISEASES###

#ILL / INFIRM / INCAPABLE#
character_event = {
   id = heal_cheat.3
   desc = EVTDESCheal_cheat_diseases
   
   is_triggered_only = yes
   
   #ILL#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = ill
            }
         }
      }
      event_target:feelgood_patient = { add_trait = ill }
   }
   #INFIRM#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = infirm
            }
         }
      }
      event_target:feelgood_patient = { add_trait = infirm }
   }
   #INCAPABLE#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = incapable
            }
         }
      }
      event_target:feelgood_patient = { add_trait = incapable }
   }
   #MORE#
   option = {
      name = EVTOPTBheal_cheat_diseases
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat_diseases }
      event_target:feelgood_patient = {
         character_event = { id = heal_cheat.4 }
      }
   }
}

#BLINDED FROM AGE / PNEUMONIC / GONORRHEA#
character_event = {
   id = heal_cheat.4
   desc = EVTDESCheal_cheat_diseases
   
   is_triggered_only = yes
   
   #BLINDED FROM AGE#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = blinded_age
            }
         }
      }
      event_target:feelgood_patient = { add_trait = blinded_age }
   }
   #PNEUMONIC#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = pneumonic
            }
         }
      }
      event_target:feelgood_patient = { add_trait = pneumonic }
   }
   #GONORRHEA#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = syphilitic
            }
         }
      }
      event_target:feelgood_patient = { add_trait = syphilitic }
   }
   #MORE#
   option = {
      name = EVTOPTBheal_cheat_diseases
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat_diseases }
      event_target:feelgood_patient = {
         character_event = { id = heal_cheat.5 }
      }
   }
}
   

#LEPER / CONSUMPTION / WINTER FEVER#
character_event = {
   id = heal_cheat.5
   desc = EVTDESCheal_cheat_diseases
   
   is_triggered_only = yes
   
   #BLINDED FROM AGE#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = leper
            }
         }
      }
      event_target:feelgood_patient = { add_trait = leper }
   }
   #PNEUMONIC#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = has_tuberculosis
            }
         }
      }
      event_target:feelgood_patient = { add_trait = has_tuberculosis }
   }
   #GONORRHEA#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = has_typhoid_fever
            }
         }
      }
      event_target:feelgood_patient = { add_trait = has_typhoid_fever }
   }
   #MORE#
   option = {
      name = EVTOPTBheal_cheat_diseases
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat_diseases }
      event_target:feelgood_patient = {
         character_event = { id = heal_cheat.6 }
      }
   }
}

#HAS_TYPHUS / HAS_BUBONIC_PLAGUE / HAS_MEASLES#
character_event = {
   id = heal_cheat.6
   desc = EVTDESCheal_cheat_diseases
   
   is_triggered_only = yes
   
   #BLINDED FROM AGE#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = has_typhus
            }
         }
      }
      event_target:feelgood_patient = { add_trait = has_typhus }
   }
   #PNEUMONIC#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = has_bubonic_plague
            }
         }
      }
      event_target:feelgood_patient = { add_trait = has_bubonic_plague }
   }
   #GONORRHEA#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = has_measles
            }
         }
      }
      event_target:feelgood_patient = { add_trait = has_measles }
   }
   #MORE#
   option = {
      name = EVTOPTBheal_cheat_diseases
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat_more_diseases }
   }
}


and before anyone goes wondering why someone would put this much work into being able to assign someone a flu by clicking rather than just typing `add_trait flu`... don't judge. i have a vision! haha
Mister Sprinkles
 
Posts: 20
Joined: Thu May 25, 2017 04:16

Re: Issue with Event Modding

PostPosted by blackninja9939 » Tue May 30, 2017 13:22

Ok I will go through and just write down things as I go through the file:
  • ROOT is the default scope of an event, so you do not need to do ROOT = { blah } when already scoped to ROOT
  • For your usage there is no easy way to check for all the traits and then remove it
  • For the curing of diseases for epidemic diseases you may want to add the character flag to the person which makes them immune to that disease, or not depending on how cheaty you want this to be
  • For your add diseass option in .2 you for some reason fire the event to choose which disease to add to the person getting it added instead of the player themselves. You would just need to fire the .3 event for the current character (ie: the player) and then use the event targets to add the traits like you have already done
  • Same for your "more" options in all the other add disease events
Graduate Content Designer on Crusader Kings 2

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blackninja9939
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Posts: 5598
Joined: Tue Oct 01, 2013 10:50
Location: England

Re: Issue with Event Modding

PostPosted by Mister Sprinkles » Wed May 31, 2017 02:54

Sorry for delay but just wanted to thank you once more. Unfortunately was busy with work all day so haven't been able to sit down and make changes yet. I'm sure I'll be back again before long!
Mister Sprinkles
 
Posts: 20
Joined: Thu May 25, 2017 04:16

Re: Issue with Event Modding

PostPosted by Mister Sprinkles » Wed May 31, 2017 23:04

so I went through your suggestions and ended up with this:

Code: Select all
namespace = heal_cheat

###DOCTOR FEELGOOD: ADD / HEAL DISEASES, WOUNDS AND CONGENITAL DEFECTS###

character_event = {
   id = heal_cheat.1
   desc = EVTDESCheal_cheat.1
   
   is_triggered_only = yes
   
   immediate = {
      FROMFROM = {
         save_event_target_as = feelgood_patient
      }
   }
   #DISEASES#
   option = {
      name = EVTOPTAheal_cheat.1
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat_diseases }
      character_event = { id = heal_cheat.2 }    
   }
   #WOUNDS#
   option = {
      name = EVTOPTBheal_cheat.1
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat_wounds }
   }
   #CONGENITAL#
   option = {
      name = EVTOPTCheal_cheat.1
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat_congenital }
   }
   #SOUL#
   option = {
      name = EVTOPTDheal_cheat.1
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat_other }
   }
}

###DISEASES###

character_event = {
   id = heal_cheat.2
   desc = EVTDESCheal_cheat.2
   
   is_triggered_only = yes
   
   #CURE SYMPTOMS#
   option = {
      name = EVTOPTAheal_cheat.2
      trigger = {
         event_target:feelgood_patient = {
            OR = {
               trait = cough
               trait = fever
               trait = diarrhea
               trait = vomiting
               trait = chest_pain
               trait = cramps
               trait = rash
               trait = headache
               trait = abdominal_pain
               trait = fatigue
               trait = malaise
               trait = infection
            }
         }
      }
      event_target:feelgood_patient = {
         if = {
            limit = {
               trait = cough
            }
            remove_trait = cough
         }
         if = {
            limit = {
               trait = fever
            }
            remove_trait = fever
         }
         if = {
            limit = {
               trait = diarrhea
            }
            remove_trait = diarrhea
         }
         if = {
            limit = {
               trait = vomiting
            }
            remove_trait = vomiting
         }
         if = {
            limit = {
               trait = chest_pain
            }
            remove_trait = chest_pain
         }
         if = {
            limit = {
               trait = cramps
            }
            remove_trait = cramps
         }
         if = {
            limit = {
               trait = rash
            }
            remove_trait = rash
         }
         if = {
            limit = {
               trait = headache
            }
            remove_trait = headache
         }
         if = {
            limit = {
               trait = abdominal_pain
            }
            remove_trait = abdominal_pain
         }
         if = {
            limit = {
               trait = fatigue
            }
            remove_trait = fatigue
         }
         if = {
            limit = {
               trait = malaise
            }
            remove_trait = malaise
         }      
         if = {
            limit = {
               trait = infection
            }
            remove_trait = infection
         }         
      }
   }
      
   #CURE DISEASES#
   option = {
      name = EVTOPTBheal_cheat.2
      trigger = {
         event_target:feelgood_patient = {
            OR = {
               trait =   ill
               trait = infirm
               trait = incapable
               trait = blinded_age
               trait = pneumonic
               trait = syphilitic
               trait = leper
               trait = has_tuberculosis
               trait = has_typhoid_fever
               trait = has_typhus
               trait = has_bubonic_plague
               trait = has_measles
               trait = has_small_pox
               trait = has_aztec_disease
               trait = has_bloody_flux
               trait = has_pox
               trait = has_red_death
               trait = has_butterfly_fever
               trait = has_grey_plague
               trait = has_greyscale
               trait = greyscale_scarred
               trait = flu
               trait = dysentery
               trait = gout
               trait = food_poisoning
               trait = rabies
               trait = cancer
               trait = dancing_plague
               trait = scurvy
               trait = sick_incapable
               trait = lovers_pox         
            }
         }
      }
      event_target:feelgood_patient = {
         if = {
            limit = { 
               trait = ill
            }
            remove_trait = ill
         }
         if = {
            limit = {
               trait = infirm
            }
            remove_trait = infirm
         }
         if = {
            limit = {
               trait = incapable
            }
            remove_trait = incapable
         }
         if = {
            limit = {
               trait = blinded_age
            }
            remove_trait = blinded_age
         }
         if = {
            limit = {
               trait = pneumonic
            }
            remove_trait = pneumonic
         }
         if = {
            limit = {
               trait = syphilitic
            }
            remove_trait = syphilitic
         }
         if = {
            limit = {
               trait = leper
            }
            remove_trait = leper
         }
         if = {
            limit = {
               trait = has_tuberculosis
            }
            remove_trait = has_tuberculosis
         }
         if = {
            limit = {
               trait = has_typhoid_fever
            }
            remove_trait = has_typhoid_fever
         }
         if = {
            limit = {
               trait = has_typhus
            }
            remove_trait = has_typhus
         }
         if = {
            limit = {
               trait = has_bubonic_plague
            }
            remove_trait = has_bubonic_plague
         }
         if = {
            limit = {
               trait = has_measles
            }
            remove_trait = has_measles
         }
         if = {
            limit = {
               trait = has_small_pox
            }
            remove_trait = has_small_pox
         }
         if = {
            limit = {
               trait = has_aztec_disease
            }
            remove_trait = has_aztec_disease
         }
         if = {
            limit = {
               trait = has_bloody_flux
            }
            remove_trait = has_bloody_flux
         }
         if = {
            limit = {
               trait = has_pox
            }
            remove_trait = has_pox
         }
         if = {
            limit = {       
               trait = has_red_death
            }
            remove_trait = has_red_death
         }
         if = {
            limit = {
               trait = has_butterfly_fever
            }
            remove_trait = has_butterfly_fever
         }
         if = {
            limit = {
               trait = has_grey_plague
            }
            remove_trait = has_grey_plague
         }
         if = {
            limit = {
               trait = has_greyscale
            }
            remove_trait = has_greyscale
         }
         if = {
            limit = {
               trait = greyscale_scarred
            }
            remove_trait = greyscale_scarred
         }
         if = {
            limit = {
               trait = flu
            }
            remove_trait = flu
         }
         if = {
            limit = {
               trait = dysentery
            }
            remove_trait = dysentery
         }
         if = {
            limit = {
               trait = gout
            }
            remove_trait = gout
         }
         if = {
            limit = {
               trait = food_poisoning
            }
            remove_trait = food_poisoning
         }
         if = {
            limit = {
               trait = rabies
            }
            remove_trait = rabies
         }
         if = {
            limit = {
               trait = cancer
            }
            remove_trait = cancer
         }
         if = {
            limit = {
               trait = dancing_plague
            }
            remove_trait = dancing_plague
         }
         if = {
            limit = {
               trait = scurvy
            }
            remove_trait = scurvy
         }
         if = {
            limit = {
               trait = sick_incapable
            }
            remove_trait = sick_incapable
         }
         if = {
            limit = {
               trait = lovers_pox
            }
            remove_trait = lovers_pox
         }
      }
   }
   #ADD DISEASES#
   option = {
      name = EVTOPTCheal_cheat.2
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat.2 }
      character_event = { id = heal_cheat.3 }
   }   
   #NEVERMIND
   option = {
      name = EVTOPTnevermind
      custom_tooltip = { text = CUSTOMTOOLTIPnevermind }
   }
}

###ADD DISEASES###

#ILL / INFIRM / INCAPABLE#
character_event = {
   id = heal_cheat.3
   desc = EVTDESCheal_cheat_diseases
   
   is_triggered_only = yes
   
   #ILL#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = ill
            }
         }
      }
      event_target:feelgood_patient = { add_trait = ill }
   }
   #INFIRM#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = infirm
            }
         }
      }
      event_target:feelgood_patient = { add_trait = infirm }
   }
   #INCAPABLE#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = incapable
            }
         }
      }
      event_target:feelgood_patient = { add_trait = incapable }
   }
   #MORE#
   option = {
      name = EVTOPTBheal_cheat_diseases
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat_diseases }
      character_event = { id = heal_cheat.4 }
   }
}

#BLINDED FROM AGE / PNEUMONIC / GONORRHEA#
character_event = {
   id = heal_cheat.4
   desc = EVTDESCheal_cheat_diseases
   
   is_triggered_only = yes
   
   #BLINDED FROM AGE#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = blinded_age
            }
         }
      }
      event_target:feelgood_patient = { add_trait = blinded_age }
   }
   #PNEUMONIC#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = pneumonic
            }
         }
      }
      event_target:feelgood_patient = { add_trait = pneumonic }
   }
   #GONORRHEA#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = syphilitic
            }
         }
      }
      event_target:feelgood_patient = { add_trait = syphilitic }
   }
   #MORE#
   option = {
      name = EVTOPTBheal_cheat_diseases
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat_diseases }
      character_event = { id = heal_cheat.5 }
   }
}
   

#LEPER / CONSUMPTION / WINTER FEVER#
character_event = {
   id = heal_cheat.5
   desc = EVTDESCheal_cheat_diseases
   
   is_triggered_only = yes
   
   #BLINDED FROM AGE#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = leper
            }
         }
      }
      event_target:feelgood_patient = { add_trait = leper }
   }
   #PNEUMONIC#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = has_tuberculosis
            }
         }
      }
      event_target:feelgood_patient = { add_trait = has_tuberculosis }
   }
   #GONORRHEA#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = has_typhoid_fever
            }
         }
      }
      event_target:feelgood_patient = { add_trait = has_typhoid_fever }
   }
   #MORE#
   option = {
      name = EVTOPTBheal_cheat_diseases
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat_diseases }
      character_event = { id = heal_cheat.6 }
   }
}

#HAS_TYPHUS / HAS_BUBONIC_PLAGUE / HAS_MEASLES#
character_event = {
   id = heal_cheat.6
   desc = EVTDESCheal_cheat_diseases
   
   is_triggered_only = yes
   
   #BLINDED FROM AGE#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = has_typhus
            }
         }
      }
      event_target:feelgood_patient = { add_trait = has_typhus }
   }
   #PNEUMONIC#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = has_bubonic_plague
            }
         }
      }
      event_target:feelgood_patient = { add_trait = has_bubonic_plague }
   }
   #GONORRHEA#
   option = {
      name = EVTOPTAheal_cheat_diseases
      trigger = {
         event_target:feelgood_patient = {
            NOT = {
               trait = has_measles
            }
         }
      }
      event_target:feelgood_patient = { add_trait = has_measles }
   }
   #MORE#
   option = {
      name = EVTOPTBheal_cheat_diseases
      custom_tooltip = { text = CUSTOMTOOLTIPheal_cheat_more_diseases }
   }
}


i still seem to be having trouble with the targeting though. everything works fine targeting myself but when i target others to fire the event, the effects are applying to me instead of them. everyone's been great so far so I'd really appreciate any input you have for me
Mister Sprinkles
 
Posts: 20
Joined: Thu May 25, 2017 04:16

Re: Issue with Event Modding

PostPosted by blackninja9939 » Wed May 31, 2017 23:24

Your saving the event target as the person taking the decision, to save it as the person receiving the decision just do FROM in your first immediate. Or just save the event target in the effect of the decision itself.
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Re: Issue with Event Modding

PostPosted by Mister Sprinkles » Tue Jun 06, 2017 02:34

hopefully a quick easy one for you this time. is there a reason the add/remove_friend and add/remove_rival commands when scripted aren't instant and take several days to take effect? so far these are the only two i've experienced this with and was curious if there was a way to avoid that? i've tried playing around with 'duration -1' without any luck.
Mister Sprinkles
 
Posts: 20
Joined: Thu May 25, 2017 04:16

Re: Issue with Event Modding

PostPosted by blackninja9939 » Tue Jun 06, 2017 08:47

Mister Sprinkles wrote:hopefully a quick easy one for you this time. is there a reason the add/remove_friend and add/remove_rival commands when scripted aren't instant and take several days to take effect? so far these are the only two i've experienced this with and was curious if there was a way to avoid that? i've tried playing around with 'duration -1' without any luck.

They are meant to take a day, just something paradox changed to fix something else I imagine
Graduate Content Designer on Crusader Kings 2

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Re: Issue with Event Modding

PostPosted by Mister Sprinkles » Wed Jun 07, 2017 20:05

appreciate the reply as always blackninja. I don't suppose there's a way around this or anything that can be added to the code to force it occur instantly, eh?
Mister Sprinkles
 
Posts: 20
Joined: Thu May 25, 2017 04:16

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