Originally posted by mnorrefeldt
This is really basic, but reptition is good...
A more cumbersome way is to put all your events into your game, then try to load it, then manually trigger all your events to make sure they do what you want to.
Of course this doesn't make your events free from logical errors, but is a useful start!
Well there is no substitute for trying your events in the actual game. Any event not tried in the game is per definition a none-working event.
Just look at some of the more popular mods, like EEP, where far too many events gets added without proper testing or at least there use too.
Anyhow your program is VERY handy, still there must be an easier way of getting it! A 23Mb download…hmm… Cant you link the needed library to the actually execute? You surely are not using all of .NET? This is a somewhat too large download for a single program.
I think the use of it and response would be much larger if you did that.
Anyway here is some comment;
‘Desc’ is not a required tag in an event. It is for a human event, but not for an ai event. When you encounter the ‘AI_EVENT’ string in ‘name’, a missing ‘Desc’ should not produce an error. Maybe a warring that this event is not to be triggered via F12-event in the game (that will cause a CTD)
MIL/DIP/ADM of +- 10 causes a syntax error. This is not an error and it works. You could maybe give it a ‘abnormal high/low value’ warring, but it’s not a syntax error.
The ‘ai’ command gives a syntax error if the file is not within “ “ quotes. This is not needed on space-less names.
All these examples are valid
command = { type = ai which = here_you_go.txt }
command = { type = ai which = hallajula.ai }
command = { type = ai which = hallajula.wrt }
command = { type = ai which = “so how are you.txt” }
command = { type = inherit which = -3 } is not a syntax error. It is doable, but requires a RM of some kind in order to work in the game. Either already having a RM or preceded by a command = { type = dynastic which = -1 (or aaa) } command. (just found out myself not long ago
command = { type = war which = -3 } is not a syntax error. It is declaring war on a vassal of yours.
command = { type = vassal which = -1 } is not a syntax error. It means a random, bordering to you ,nation, will become vassal.
command = { type = relation which = aaa value = x }. Value is in fact not a required string. The x value is an optional statement. If no x value is present, it’s the equal of writing zero. I agree its pretty useless without a value!!, but it is not required
command = { type = casusbelli which = aaa value = y }. Value is not a required string. The y value is an optional statement. If no y value is present, its the equal of writing zero. You will only gain a casus belli for the rest of the month in which the event occurred.
command = { type = breakvassal which = -1 }. As far as I know this is not possible. The command is ignored by the game, and your program should indeed produce a syntax error.
command = { type = breakdynastic which = aaa }. Is a none-working command (v1.05, v1.06 and v1.07) and should produce a ‘not working’ warring or something. I know Paradox uses the command themselves in their events, but it does not work. I said it plenty of times on the bug forum, but somehow they don’t want to fix it
Strangely enough the text for the breakdynastic command HAS been corrected in v1.07 (the text used to be wrong too) as well as the in-game option of breaking a RM has been made workable (it did not use to work either) – but still the event command is a no no…… strange….
The ‘badboy’ (v1.07) command is not recognized.
The ‘removeCOT’ (v1.07beta’s) command is not recognized.