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Dec 20, 2003
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Hi Folks,
i've stopped the last days playing Ck and instead i've started coding an event tool for CK.
It should make it easy to create events for CK.

CURRENT VERSION:
Beta 0.4.2.0

DOWNLOAD:

CKEC-Crusader Kings Event Creator

INSTALLATION:

After downloading the archive, run the Eventcreator.exe.

DETAILS:

-let you script events for CK
-you can copy the event to clipboard and include it then in your event files
-you can save file directly to a new/old event file
-auto update of events.txt possible

TO-DO-LIST:
- some design changes
- maybe more

VERSION-HISTORY:

Beta1:
-first Beta version

Beta ver 0.1.1.9 :

-added all new triger/Mtth conditions(for characterevents) for 1.02
-fixed some missing conditions/effects
-fixed some bugs with effects and output of events
-added ai_chance to actions
-added "immidiate" as possible action
-removed "name =" for actions, because CK doesn't support it currently


Beta ver 0.2.1.0 :

-included all triggers/modifiers and commands for character events(1.02)
-corrected tab order
-improved indenting(much better now, but not perfect)
-included tool tips
-included " type =random chance=" for actions
-now you can choose between years and months for MTTH
-updated tag-list for all counties
-fixes the issue that some dropdown-boxes haven't the right width

Beta ver 0.3.1.0 :

-fixed the issue with event_id output(now it's correct "id = ")
-now if trigger and MTTH is empty only the actions are shown as event output
-added "save" button to save file directly to event file(you can specify to append the
file at an existant event file and/or automatically update the events.txt)
-added the possibility to add an event picture(with preview)
-added "next/new event" button which will clear the current event and
increments the event id

Beta ver 0.4.1.0 :

-added possibility to script "province_x_province" events
-added days to MTTH
-improved again identing(now with tabs)

Beta ver 0.4.2.0 :

-added missing set_law character effects and added missing trait sceptical
-fixes the issue that eventcreator won't accept negative values



The tool needs a lot of betatesting and therefore your help is needed.
Please report your comments/sugesstions/criticism! ;)

So and now have fun with it!
 
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You left "martial" out of the conditions dropdown.

How about having a dropdown list of pictures to use in the events?
 
Additional comments:
The title comment needs a # at the start (it isn't enough to have a line of #s above and below it.)
name="text" doesn't seem to be supported (by CK, not your program) in the action_x block, only as the overall event name.
You are lacking the random effect type and ai_chance effect command.
 
richvh said:
Additional comments:
The title comment needs a # at the start (it isn't enough to have a line of #s above and below it.)
name="text" doesn't seem to be supported (by CK, not your program) in the action_x block, only as the overall event name.
You are lacking the random effect type and ai_chance effect command.
Thanks for your comments!
I've noticed it a few moments ago that the '#' for the title is missing. So it's no comment it's a command, which the event engine doesn''t understand! :eek:
I thought that name="text" in action_x works, but you're right it doesn't!
The issue with ai_chance will be included in next version.
 
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New beta version

I've uploaded new beta version of eventcreator.

Code:
Crusader Kings Event Scripter Beta ver 0.1.1.9 :

-added all new triger/Mtth conditions(for characterevents) for 1.02
-fixed some missing conditions/effects
-fixed some bugs with effects and output of events
-added ai_chance to actions
-added "immidiate" as possible action
-removed "name =" for actions, because CK doesn't support it currently
 
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The inconsistent indenting is bloody annoying :D Could you put that on your to-do list? Doesn't have to be high priority.

The drop-down box for value in the MTTH section doesn't expand when you choose trait as the type (the dropdown for father_trait is OK.) You can only see the first couple of letters of the trait title. The dropdown box for exists also only shows the first two letters. There's some more that could be widened, those are the worst (the dropdowns for trigger value are generally better, but a few of them could be widened too.) has_claim only lists kingdoms and duchies - what about counties?

Tab order needs reworking too, it jumps around a bit.

character_x_character and province_x_province need to be added to the event dropdown sometime, though I imagine you're going to deal with province events next rather than those.
 
richvh said:
The inconsistent indenting is bloody annoying :D Could you put that on your to-do list? Doesn't have to be high priority.

The drop-down box for value in the MTTH section doesn't expand when you choose trait as the type (the dropdown for father_trait is OK.) You can only see the first couple of letters of the trait title. The dropdown box for exists also only shows the first two letters. There's some more that could be widened, those are the worst (the dropdowns for trigger value are generally better, but a few of them could be widened too.) has_claim only lists kingdoms and duchies - what about counties?

Tab order needs reworking too, it jumps around a bit.

character_x_character and province_x_province need to be added to the event dropdown sometime, though I imagine you're going to deal with province events next rather than those.

Thanks for your feedback. You're my best man! :D

Concerning to the duchies for has_claim and other event commands some things are a bit unclear.
The counties came out of the province_names.csv. Right?
If it's so and there are tags for counties from C001 to C999 whats about the provinces 1000 to 1004?
Did i miss something?

Any help would be very nice! ;)
 
Wilhelm II. said:
Thanks for your feedback. You're my best man! :D

Concerning to the duchies for has_claim and other event commands some things are a bit unclear.
The counties came out of the province_names.csv. Right?
If it's so and there are tags for counties from C001 to C999 whats about the provinces 1000 to 1004?
Did i miss something?

Any help would be very nice! ;)

Take a look in db\province.csv. Everything after 848 is either sea, river or lake.
 
richvh said:
Take a look in db\province.csv. Everything after 848 is either sea, river or lake.
Yeah thanks that really helps! :)
 
Hi folks,
i have another question:
For those province triggers
Code:
type = noble_loyalty value = V					
type = noble_power value = V					
type = clergy_loyalty value = V					
type = clergy_power value = V					
type = burgher_loyalty value = V					
type = burgher_power value = V					
type = peasant_loyalty value = V					
type = peasant_power value = V
the correct range is 0.0 to 1.0 as for
type = loyalty for = [target char] value = V???
 
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Wilhelm II. said:
Hi folks,
i have another question:
For these province triggers
Code:
type = noble_loyalty value = V					
type = noble_power value = V					
type = clergy_loyalty value = V					
type = clergy_power value = V					
type = burgher_loyalty value = V					
type = burgher_power value = V					
type = peasant_loyalty value = V					
type = peasant_power value = V
the correct range is 0.0 to 1.0 as for
type = loyalty for = [target char] value = V???

That appears to be correct. The existing events increment or decrement them in units of .1 or .2. In general, the sum of noble_power, clergy_power, burgher_power and peasant_power should add up to 1.0, but I've noticed that some of the existing events only change one of the powers without a balancing change in another.
 
richvh said:
That appears to be correct. The existing events increment or decrement them in units of .1 or .2. In general, the sum of noble_power, clergy_power, burgher_power and peasant_power should add up to 1.0, but I've noticed that some of the existing events only change one of the powers without a balancing change in another.
I think the game engine will balance it automatically.
I've seen it:
In one event it gives power to two groups that belong together(i think it was burgher and clergy) and take it away from the other two groups.
 
Having watched this thread closely let me say first good work and bravo.

The reason I am posting is to inquire if this event creator (now and in the future) can be used as a tool to create a mod?

My thought here is that if people are using this to create events anyway, why not accumulate thier events into one file and, call it a mod? I know we can create our own with this tool, but might be nice if people made a community project of getting all these mods into one enhancement.

I dont see one coordianted modding effort underway yet for CK, and being someone who used CORE and AGC/EEP I think a similar project would be great for everyone who has CK.

Can this event creator be the foundation from which a user mod for CK is built?
 
Hmm, I don't think so. What it does is automate some of the work of actually scripting an event, but it doesn't edit files; you have to copy to the clipboard (with provided button) and paste it into a text file.

That being said, a unified mod might be a good idea, but some of these events need more feedback. I know that I haven't gotten any feedback on my cultural spread events, and very little on the education mod (though I think a substantial portion will get into the official game once MrT has a chance to go over it thoroughly.) And without a mechanism to insert button text into the events we'll actually have to mod the extra_text.csv file, which will have to be done anew with each new patch.

Solmyr, Wilhelm II, what do you say? Shall we start to put together a unified mod? I seem to be taking the lead in coordinating things, any objection to my continuing? I can host the events on my webspace (Crusader Kingdom.)
 
richvh said:
Hmm, I don't think so. What it does is automate some of the work of actually scripting an event, but it doesn't edit files; you have to copy to the clipboard (with provided button) and paste it into a text file.

Well this is a start anyway, coordinating efforts between modders would certainly give the community a more wide scope event option. I think if its something we would all have to cut and paste into a text file we could all handle that.

I guess with this tool that Wilhelm has created anyone can write an event. Under that premise it would be great if someone accumulated the events written (should users choose to participate) then we can put it all on one text file and do one pasting and have multiple events added to our game.

In addition should coordination become a reality and we can somehow centralize the project (your page as an example) then people who want to get involved would see your idea's, mine, his, hers whomever. I know CK is early in release and I dont expect that there will be mamoth modding going on yet, but if asking the question somehow provides the catalyst for getting a coordinated modding effort going, I'll keep asking.
 
richvh said:
Solmyr, Wilhelm II, what do you say? Shall we start to put together a unified mod? I seem to be taking the lead in coordinating things, any objection to my continuing? I can host the events on my webspace (Crusader Kingdom.)

Feel free to host any events I post on this forum. I'm all for a fan-created expansion. :) If you want I can send you the event files I currently have (with the events I have posted so far).
 
Sure. How about writing some button text for inserting into extra_text.csv?
 
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