Found a few false positives (on the newest version)
An example of this can be found in the vanilla files in job_lord_spiritual in events
I believe this one stems from event 869 pointing to a narrative_event via a character_event call, however this type of setup can be found like this in case (byzantine_events.txt for example)
This event works just fine the way it is. Similarly random vassal throws a false positive in this exact same set.
EDIT: I am getting the following error:
However according to http://forum.paradoxplaza.com/forum/showthread.php?611797-Event-coding-efficiency that is a valid place to put it. Is my source mistaken, am I mistaken, or is this a false positive?
--- Error 1 of 1 ---
At <mod>\events\job_lord_spiritual.txt [character_event\mean_time_to_happen\modifier\location\OR\is_reformed_religion] (Line 432, column 6):
Invalid node "is_reformed_religion" in scope ProvTrigger (value is: yes)
Code:
modifier = {
factor = 3.0
religion_group = pagan_group
is_reformed_religion = no
NOT = { religion = hellenic_pagan }
location = {
OR = {
NOT = { religion_group = pagan_group }
is_reformed_religion = yes
}
}
}
--- Error 1 of 1 ---
At <mod>\events\byzantine_events.txt [narrative_event\option\character_event\id] (Line 807, column 23):
"LoR.873" is not a valid CharEventId.
Code:
# The Letter (has daughter)
narrative_event = {
id = LoR.869
title = EVTNAMELoR.869
desc =*EVTDESCLoR.869
picture = GFX_evt_recieve_letter
is_triggered_only = yes
hide_from = yes
option = {
name = EVTOPTALoR.869
character_event = { id = LoR.872 days = 7 tooltip = EVTTOOLTIPLoR.872 }
}
option = {
name = EVTOPTBLoR.869
character_event = { id = LoR.873 days = 7 tooltip = EVTTOOLTIPLoR.873 }
}
}
I believe this one stems from event 869 pointing to a narrative_event via a character_event call, however this type of setup can be found like this in case (byzantine_events.txt for example)
--- Error 1 of 1 ---
At <mod>\events\00_ck2plus_events.txt [province_event\immediate\random_courtier] (Line 1694, column 3):
Invalid node "random_courtier" in scope ProvCommand (value is: <a complex type>)
Code:
province_event = {
id = 1000182044
desc = 1000182044.desc
picture = "GFX_evt_garden"
is_triggered_only = yes
immediate = {
random_vassal = {
limit = { has_job_title = job_marshal }
location = {
set_province_flag = keep_it
add_province_modifier = { name = "keep_it" duration = -1 }
}
}
random_courtier = {
limit = { has_job_title = job_marshal }
location = {
set_province_flag = keep_it
add_province_modifier = { name = "keep_it" duration = -1 }
}
}
}
option = {
name = 1000182044.opta
ai_chance = { factor = 0 }
}
}
Code:
EDIT: I am getting the following error:
--- Error 1 of 1 ---
At <mod>\events\adventures_the_old_gods.txt [character_event\only_ruler] (Line 22, column 2):
Invalid node "only_ruler" in scope CharEvent (value is: no)
Code:
character_event = {
id = TOG.1200
desc =*OK
picture = GFX_evt_crusaders
border = GFX_event_normal_frame_war
hide_window = yes # Only fires for unplayable landless characters
only_ruler = no
only_men = yes
min_age = 16
max_age = 50
capable_only = yes
prisoner = no
trigger = {
has_dlc = "The Old Gods"
However according to http://forum.paradoxplaza.com/forum/showthread.php?611797-Event-coding-efficiency that is a valid place to put it. Is my source mistaken, am I mistaken, or is this a false positive?
Last edited: