September 1st, 2008, 04:22 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Modding Wishes Shortlist
EVENT MODDING (DOES NOT EXIST YET)
- #newevent [nbr] Creates a new event
- #descr "text" Event gives this message in message screen when it occurs
- #rarity [nbr] 0 = common, 1 = uncommon, 2 = rare
- #era [bitmask] 1 = EA, 2 = MA, 4 = LA, combine bitmasks to make event available to all eras
- #nation [nbr] This nation may get this event. Use multiple times to enable for multiple nations. Use value of -1 to enable it as a generic event available for all nations. Otherwise restricted only to the nations specified by multiple uses of this command
- #requiredscale_[chaos/sloth/cold/death/unluck/unmagic] [nbr] Sets a scale requirement for the event. The event cannot happen if the province does not have the required scale. Positive numbers indicate scale tipped toward right (turmoil, sloth etc) and negative number a scale tipped to the left (order, productivity etc). Maximum number +3 or -3. Similar to the god commands affecting scales in mapmaking (see mapedit.pdf).
- #scale_[chaos/sloth/cold/death/unluck/unmagic] [nbr] modifies the specified scale in specified direction. Positive modifier tips scale toward right (turmoil, sloth etc) and negative number tips to the left. Maximum modifier +6 or -6. Similar to the god commands affecting scales in mapmaking (see mapedit.pdf).
- #gold [amount] Events adds or subtracts gold from the treasury
- #resources [amount] Event permanently adds resources to province
- #unrest [value] Event generates specified amount of unrest. Negative values decrease unrest
- #domboost [value] Dominion increases or decreases in province
- #lab Event causes lab to be built in province
- #temple Event causes temple to be built in province
- #fort [nbr] Event causes specified fort to be built in province
- #pd [value] Event increases PD in the province by specified amount
- #units [monster nbr | "monster name"] [lownumber] [highnumber] Event gives a number of specified units varying from lownumber to highnumber in the province
- #commander [monster nbr | "monster name"] Event adds specified type of commander in the province
- #gems [path number] [lownumber] [highnumber] Event gives a number of gems varying between lownumber and highnumber. If used to reduce gems (e.g. master thief), use negative numbers, in which case lownumber means greater loss of gems.
- #site [site nbr | "site name"] Adds specified site to the province if there are empty site slots in the province. Use of site numbers recommended, as there are multiple sites of the same name in some cases (e.g. Academy of High Magics, Tower of the Iron/Silver/Golden Order)
- #assassin [monster nbr | "monster name"] A random commander in the province suffers an assassination attempt by specified monster
- #smite [weapon nbr] A random commander in the province is hit with an attack from the specified weapon (would allow banishing to inferno or anything else usable from weapon list)
- #curse [percent] Event causes every unit in the province to have a chance to be cursed.
- #disease [percent] Every unit in the province has a chance to become diseased.
- #horrormark [percent] [str] Every unit in the province has a chance to get a horromark of specified strength.
- #item [constr level] A random item of indicated construction magic level is placed in the lab. More powerful items (=require bigger path levels to forge) are less likely. Construction levels 0, 2, 4, and 6 are valid values. Artifacts are not randomly found.
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