• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Zuriki

Recruit
51 Badges
May 6, 2016
5
1
  • Crusader Kings II
  • Crusader Kings II: Reapers Due
  • Shadowrun: Dragonfall
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Cities: Skylines - Natural Disasters
  • Shadowrun: Hong Kong
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Teleglitch: Die More Edition
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Monks and Mystics
  • Magicka 2
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Stellaris: Digital Anniversary Edition
REMOVED

I'm stupid, I didn't realise that an event fired from within an effect/function inherits the variables of it's invoker. For example:


Code:
effect = {
    save_event_target_as = foobar
    country_event = { id = example.1 }
}

...

country_event = {
    id = example.1
    #.....#

    immediate = {
        foobar = {
            #do a thing
        }
    }
}
 
Last edited:
Nice to know, i think i have a good use for that.
Yeah it was only by chance that I came across it in one of the official files for synthetic crisis.

Code:
# Ruler Assassination (HIDDEN)
country_event = {
    id = crisis.2207
    hide_window = yes
   
    trigger = {
        #...
    }

    immediate = {
        #....
        leader = { save_event_target_as = ruler }
        random_list = {
            50 = {
                country_event = { id = crisis.2208 }
            }
            50 = {
                country_event = { id = crisis.2209 }
            }
        }
    }
}

# Ruler Assassination Succeeds
country_event = {
    id = crisis.2209
    #...
   
    is_triggered_only = yes
   
    immediate = {
        kill_leader = {
            type = ruler #THIS IS USING THE EVENT TARGET FROM 2207
            show_notification = no
        }
    }
   
    option = {
        name = crisis.2209.a
    }
}