That does not work. You can only reuse it within the event chain, so you cannot use a saved event target in another event. I tried what you are discussing and it did not work.
Nah the event target can only be called from say event A -> B -> C not from A -> B with C triggered at another time and completely independent from the other eventsTechnically, event targets are usable as long as the event chain is ongoing, so you can set a character as an event target and send him a dummy event delayed by, say, 365000 day. Them you can reuse the target anywhere during a Standard playthrough. Isn't this what you are asking for, or I am understanding the "while the event chain is alive" part of the explaination?
that you can get write
all_realm_province = {
boolean ={ true }
}
instead of
NOT = {
any_realm_province = {
boolean = {
false
}
}
}
what I want is essentially a save_event_target_as_local_variable command which can then be called from any other event until it is cleared.
I agree with Dungeon to be honest, it would still be better to have the sequence that does this entirely opened up. This would let us edit and change what is done to a far greater extent.
A graphical_culture_group condition to check any of a characters culture and culture groups graphical cultures instead of only the primary one would streamline a lot of tests.
<character_scope> = {
is_graphical_culture_in = <culture>
}
I was thinking likeDo you mean a trigger to check whether the graphical_culture of a character belongs to the list of graphical_cultures of a given culture or culture_group ?
Something like:
Is that used for easier portraits modding ?Code:<character_scope> = { is_graphical_culture_in = <culture> }
graphical_culture_group = easterngfx
instead of
OR = {
graphical_culture = easternslavicgfx
graphical_culture = westernslavicgfx
graphical_culture = ugricgfx
graphical_culture = byzantinegfx
}
I really don't aside from the obvious compiling issues I don't see why anything has to be hardcoded. Sure I could see two levels of modding, a light level the modding of today, that's scripting. and a deeper level where you actually have to know how to code. Granted I supose it's possible to recode the game as is, but the modding support is more directed towards scripting.I get why many of the merchant republic systems need to be hard-coded, but now that government modding is opened up, we need to revisit the discussion.
At the very least, breaking up the behaviors into multiple flags so that variations of republics can be made while keeping the vanilla behavior untouched might be an option.
I really don't aside from the obvious compiling issues I don't see why anything has to be hardcoded. Sure I could see two levels of modding, a light level the modding of today, that's scripting. and a deeper level where you actually have to know how to code. Granted I supose it's possible to recode the game as is, but the modding support is more directed towards scripting.