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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.
 
Technically, 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?
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 events
 
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.
 
A condition that checks a number against the dynastic prestige of a characters dynasty.
 
A scope that combines any_vassal and any_courtier; For those times where you want to get the Emperor's court and/or direct vassals, but not every courtier of every county and barony in the entire Empire.

(Note: This suggestion is based on the assumption that any_realm_character gets indirect vassals as well, which I believe to be the case.)
 
all_scopes such as all_realm_provinces, diffrent from any_realm_province as follows

Code:
that you can get write

all_realm_province = {
        boolean ={ true }
}

instead of

NOT = {
    any_realm_province = {
        boolean = {
            false
        }
    }
}

And a any_game_province scope which scopes to all provinces in the game without going over the any_independant_ruler any realm province thing.
 
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.

This can be done using "save_global_event_target_as", you should clear it with clear_global_event_target when you don't need it anymore see here for Captain Gars explanation.
 
No your not getting me. I want a locally significant variable beyond the scope of the event chain. What your talking about is a globally significant variable which any event from any character can reference. I want one that only one character can reference, but use across multiple events.
 
What Zarathustra wants it I can take a decision and save an event target then get random MTTH event which references that event target. However at the same time someone else also took the same decision and got the random MTTH even referencing the event target.
Using the current global variables that wouldn't work but instead if a variable was saved to just the local character then it would work.
 
Two conditions xdistance and ydistance. Which should be able to take negative Ints as parameters. That way we can check how far north/south (postive/negative y distance) or east/west (positive/negative xdistance) one thign is from another.
 
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.

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.
 
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.

Do 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:
Code:
<character_scope> = {
  is_graphical_culture_in = <culture>
}
Is that used for easier portraits modding ?
 
Do 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:
Code:
<character_scope> = {
  is_graphical_culture_in = <culture>
}
Is that used for easier portraits modding ?
I was thinking like
Code:
graphical_culture_group = easterngfx

instead of
OR = {
    graphical_culture = easternslavicgfx
    graphical_culture = westernslavicgfx
    graphical_culture = ugricgfx
    graphical_culture = byzantinegfx
}
 
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.
 
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.

Well, I suppose I'm putting forward a pre-negotiated version of what I'd really ideally like to see.

Ideally:
Republics should be playable from county up. The 5 families kicking in can start at duchy level, still, that's fine. I'm not really entirely sure what else "needs" to be hard coded other than the system that insures there are always 5 patricians. I don't get the gender lockdown stuff at all, for example. Sure, make it so the AI will never choose that, fine, but it's one of the strange little areas of the game where there's a fortress around it because "history" even though the entire rest of the game allows you to depart from history as long as you overcome a few prerequisites of varying difficulty. Crown authority is another one, there's mods that work around it, but it takes adding a parallel set of laws and basically amounts to a waste of CPU compared to just soft (scripted, not coded) blocking the AI from doing it and letting modders implement more straightforward event/decision systems as alternatives.

The reality is they have locked these things down and unlocking them represents more code work on their end, so I guess I'm just trying to see what middle ground might exist, such as breaking the hard-coded behaviors into component parts and then at least modders can create a government type that doesn't look to those behaviors as a default. Basically a more "a la carte" system instead of "all or nothing." Part of the issue may lie with Republics still being somewhat "OP", but the major overhaul mods that tend to allow stronger republics also often have other balance factors that were made with that in mind. This ends up resulting in a wider range of styles for Republics rather than a further extension of their strength, which is really the ideal goal: lots of variations.