Help with Events

salaminizer

Colorado Internacional
Joined
Aug 12, 2006
Messages
221
Location
Porto Alegre, Brasil
Ok, so apparently I didn't understand how they work.
What I want to do:
- When the unit enters a plot, the player gets a message with only ONE option, that is to accept the event.
This will lead to another trigger, which, one completed, will then activate the second event. The second trigger could be considered a QUEST.

Summary: the player will receive a quest in a tile, and when he's done he will get a bonus.

My events:
Spoiler :

Code:
<EventInfo>
			<Type>EVENT_DOTHERECON_QUEST</Type>
			<Description>TXT_KEY_EVENT_DOTHERECON</Description>
			<LocalInfoText>TXT_KEY_EVENT_DOTHERECON</LocalInfoText>
			<WorldNewsTexts/>
			<OtherPlayerPopup/>
			<QuestFailText/>
			<bQuest>0</bQuest>
			<bGlobal>0</bGlobal>
			<bTeam>0</bTeam>
			<bPickCity>1</bPickCity>
			<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
			<bDeclareWar>0</bDeclareWar>
			<iGold>0</iGold>
			<bGoldToPlayer>0</bGoldToPlayer>
			<iRandomGold>0</iRandomGold>
			<iCulture>0</iCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<bGoldenAge>0</bGoldenAge>
			<iFreeUnitSupport>0</iFreeUnitSupport>
			<iInflationMod>0</iInflationMod>
			<iSpaceProductionMod>0</iSpaceProductionMod>
			<Tech>NONE</Tech>
			<TechFlavors/>
			<iTechPercent>0</iTechPercent>
			<iTechCostPercent>0</iTechCostPercent>
			<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
			<PrereqTech>NONE</PrereqTech>
			<UnitClass>NONE</UnitClass>
			<iNumFreeUnits>0</iNumFreeUnits>
			<bDisbandUnit>0</bDisbandUnit>
			<iUnitExperience>0</iUnitExperience>
			<iUnitImmobileTurns>0</iUnitImmobileTurns>
			<UnitPromotion/>
			<UnitName/>
			<UnitCombatPromotions/>
			<UnitClassPromotions/>
			<BuildingClass>NONE</BuildingClass>
			<iBuildingChange>0</iBuildingChange>
			<BuildingExtraYields/>
			<BuildingExtraCommerces/>
			<BuildingExtraHappies/>
			<BuildingExtraHealths/>
			<iHappy>0</iHappy>
			<iHealth>0</iHealth>
			<iHurryAnger>0</iHurryAnger>
			<iHappyTurns>0</iHappyTurns>
			<iRevoltTurns>0</iRevoltTurns>
			<iMinPillage>0</iMinPillage>
			<iMaxPillage>0</iMaxPillage>
			<iFood>0</iFood>
			<iFoodPercent>0</iFoodPercent>
			<FreeSpecialistCounts/>
			<FeatureType>NONE</FeatureType>
			<iFeatureChange>0</iFeatureChange>
			<ImprovementType>NONE</ImprovementType>
			<iImprovementChange>0</iImprovementChange>
			<BonusType>NONE</BonusType>
			<iBonusChange>0</iBonusChange>
			<RouteType>NONE</RouteType>
			<iRouteChange>0</iRouteChange>
			<BonusRevealed>NONE</BonusRevealed>
			<BonusGift>NONE</BonusGift>
			<PlotExtraYields/>
			<iConvertOwnCities>0</iConvertOwnCities>
			<iConvertOtherCities>0</iConvertOtherCities>
			<iMaxNumReligions>-1</iMaxNumReligions>
			<iOurAttitudeModifier>0</iOurAttitudeModifier>
			<iAttitudeModifier>0</iAttitudeModifier>
			<iTheirEnemyAttitudeModifier>-100</iTheirEnemyAttitudeModifier>
			<iPopulationChange>0</iPopulationChange>
			<AdditionalEvents/>
			<EventTimes/>
			<ClearEvents/>
			<PythonCallback/>
			<PythonExpireCheck/>
			<PythonCanDo/>
			<PythonHelp/>
			<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
			<iAIValue>1000</iAIValue>
		</EventInfo>
My event triggers:
Spoiler :

Code:
<EventTriggerInfo>
			<Type>EVENTTRIGGER_DOTHERECON</Type>
			<WorldNewsTexts>
				<Text>TXT_KEY_EVENT_DOTHERECON</Text>
			</WorldNewsTexts>
			<TriggerTexts>
				<TriggerText>
					<Text>TXT_KEY_EVENTTRIGGER_DOTHERECON</Text>
					<Era>NONE</Era>
				</TriggerText>
			</TriggerTexts>
			<bSinglePlayer>0</bSinglePlayer>
			<iPercentGamesActive>100</iPercentGamesActive>
			<iWeight>-1</iWeight>
			<bProbabilityUnitMultiply>0</bProbabilityUnitMultiply>
			<bProbabilityBuildingMultiply>0</bProbabilityBuildingMultiply>
			<Civic>NONE</Civic>
			<iMinTreasury>0</iMinTreasury>
			<iMinPopulation>0</iMinPopulation>
			<iMaxPopulation>0</iMaxPopulation>
			<iMinMapLandmass>0</iMinMapLandmass>
			<iMinOurLandmass>0</iMinOurLandmass>
			<iMaxOurLandmass>-1</iMaxOurLandmass>
			<MinDifficulty>NONE</MinDifficulty>
			<iAngry>0</iAngry>
			<iUnhealthy>0</iUnhealthy>
			<UnitsRequired>
				<UnitClass>UNITCLASS_GUNSHIP</UnitClass>
			</UnitsRequired>
			<iNumUnits>0</iNumUnits>
			<iNumUnitsGlobal>0</iNumUnitsGlobal>
			<iUnitDamagedWeight>0</iUnitDamagedWeight>
			<iUnitDistanceWeight>0</iUnitDistanceWeight>
			<iUnitExperienceWeight>0</iUnitExperienceWeight>
			<bUnitsOnPlot>1</bUnitsOnPlot>
			<BuildingsRequired/>
			<iNumBuildings>0</iNumBuildings>
			<iNumBuildingsGlobal>0</iNumBuildingsGlobal>
			<iNumPlotsRequired>0</iNumPlotsRequired>
			<bOwnPlot>0</bOwnPlot>
			<iPlotType>-1</iPlotType>
			<FeaturesRequired/>
			<TerrainsRequired/>
			<ImprovementsRequired/>
			<BonusesRequired/>
			<RoutesRequired/>
			<ReligionsRequired>
				<ReligionType>RELIGION_ALLIANCE</ReligionType>
			</ReligionsRequired>
			<iNumReligions>0</iNumReligions>
			<CorporationsRequired/>
			<iNumCorporations>0</iNumCorporations>
			<bPickReligion>0</bPickReligion>
			<bStateReligion>0</bStateReligion>
			<bHolyCity>0</bHolyCity>
			<bPickCorporation>0</bPickCorporation>
			<bHeadquarters>0</bHeadquarters>
			<Events>
				<Event>EVENT_DOTHERECON_QUEST</Event>
			</Events>
			<PrereqEvents/>
			<bPrereqEventPlot>0</bPrereqEventPlot>
			<OrPreReqs/>
			<AndPreReqs/>
			<ObsoleteTechs/>
			<bRecurring>0</bRecurring>
			<bTeam>0</bTeam>
			<bGlobal>0</bGlobal>
			<bPickPlayer>0</bPickPlayer>
			<bOtherPlayerWar>0</bOtherPlayerWar>
			<bOtherPlayerHasReligion>0</bOtherPlayerHasReligion>
			<bOtherPlayerHasOtherReligion>0</bOtherPlayerHasOtherReligion>
			<bOtherPlayerAI>0</bOtherPlayerAI>
			<iOtherPlayerShareBorders>0</iOtherPlayerShareBorders>
			<OtherPlayerHasTech>NONE</OtherPlayerHasTech>
			<bPickCity>1</bPickCity>
			<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
			<bShowPlot>1</bShowPlot>
			<iCityFoodWeight>0</iCityFoodWeight>
			<PythonCanDo/>
			<PythonCanDoCity/>
			<PythonCanDoUnit/>
			<PythonCallback/>
		</EventTriggerInfo>


I am using the Worldbuilder to "setup" the conditions. I have created a city for myself and added the Alliance religion to it. So I'd expect that when I moved my Gunship to the city, it would fire the event, but nothing happens...

Btw, this is only the "first part", I didn't paste here the other trigger and event, nothing works anyway...
 
You have to set the amount of units that are required. Currently

<iNumUnits>0</iNumUnits>

Change that to 1 for 1 gunship.
 
ah, yeah, I let it slip when pasting here, I tried changing some options but still nothing happens.

as it is right now:
Spoiler :
Code:
<EventTriggerInfo>
			<Type>EVENTTRIGGER_DOTHERECON</Type>
			<WorldNewsTexts>
				<Text>TXT_KEY_EVENT_DOTHERECON</Text>
			</WorldNewsTexts>
			<TriggerTexts>
				<TriggerText>
					<Text>TXT_KEY_EVENTTRIGGER_DOTHERECON</Text>
					<Era>NONE</Era>
				</TriggerText>
			</TriggerTexts>
			<bSinglePlayer>0</bSinglePlayer>
			<iPercentGamesActive>100</iPercentGamesActive>
			<iWeight>-1</iWeight>
			<bProbabilityUnitMultiply>0</bProbabilityUnitMultiply>
			<bProbabilityBuildingMultiply>0</bProbabilityBuildingMultiply>
			<Civic>NONE</Civic>
			<iMinTreasury>0</iMinTreasury>
			<iMinPopulation>0</iMinPopulation>
			<iMaxPopulation>0</iMaxPopulation>
			<iMinMapLandmass>0</iMinMapLandmass>
			<iMinOurLandmass>0</iMinOurLandmass>
			<iMaxOurLandmass>-1</iMaxOurLandmass>
			<MinDifficulty>NONE</MinDifficulty>
			<iAngry>0</iAngry>
			<iUnhealthy>0</iUnhealthy>
			<UnitsRequired>
				<UnitClass>UNITCLASS_GUNSHIP</UnitClass>
			</UnitsRequired>
			<iNumUnits>1</iNumUnits>
			<iNumUnitsGlobal>0</iNumUnitsGlobal>
			<iUnitDamagedWeight>0</iUnitDamagedWeight>
			<iUnitDistanceWeight>0</iUnitDistanceWeight>
			<iUnitExperienceWeight>0</iUnitExperienceWeight>
			<bUnitsOnPlot>1</bUnitsOnPlot>
			<BuildingsRequired/>
			<iNumBuildings>0</iNumBuildings>
			<iNumBuildingsGlobal>0</iNumBuildingsGlobal>
			<iNumPlotsRequired>0</iNumPlotsRequired>
			<bOwnPlot>0</bOwnPlot>
			<iPlotType>-1</iPlotType>
			<FeaturesRequired/>
			<TerrainsRequired/>
			<ImprovementsRequired/>
			<BonusesRequired/>
			<RoutesRequired/>
			<ReligionsRequired>
				<ReligionType>RELIGION_ALLIANCE</ReligionType>
			</ReligionsRequired>
			<iNumReligions>0</iNumReligions>
			<CorporationsRequired/>
			<iNumCorporations>0</iNumCorporations>
			<bPickReligion>0</bPickReligion>
			<bStateReligion>0</bStateReligion>
			<bHolyCity>1</bHolyCity>
			<bPickCorporation>0</bPickCorporation>
			<bHeadquarters>0</bHeadquarters>
			<Events>
				<Event>EVENT_DOTHERECON_QUEST</Event>
			</Events>
			<PrereqEvents/>
			<bPrereqEventPlot>0</bPrereqEventPlot>
			<OrPreReqs/>
			<AndPreReqs/>
			<ObsoleteTechs/>
			<bRecurring>0</bRecurring>
			<bTeam>0</bTeam>
			<bGlobal>0</bGlobal>
			<bPickPlayer>0</bPickPlayer>
			<bOtherPlayerWar>0</bOtherPlayerWar>
			<bOtherPlayerHasReligion>0</bOtherPlayerHasReligion>
			<bOtherPlayerHasOtherReligion>0</bOtherPlayerHasOtherReligion>
			<bOtherPlayerAI>0</bOtherPlayerAI>
			<iOtherPlayerShareBorders>0</iOtherPlayerShareBorders>
			<OtherPlayerHasTech>NONE</OtherPlayerHasTech>
			<bPickCity>1</bPickCity>
			<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
			<bShowPlot>1</bShowPlot>
			<iCityFoodWeight>0</iCityFoodWeight>
			<PythonCanDo/>
			<PythonCanDoCity/>
			<PythonCanDoUnit/>
			<PythonCallback/>
		</EventTriggerInfo>

I make my city the holy city for Alliance, then I move a gunship to the tile and nothing happpens. I passed 3 turns and nothing happened too...
 
yes, double post, but apparently I can't make a single non-random event

I copied the forest fire event from BTS and it worked
then I removed 2 options and it didn't work, I added one back again (2 options) and it worked, so I thought that maybe it was that.

so I made another event and added that to my trigger. still nothing. I removed all requirements except "pick city" and "own plot" but nothing happens.

Code:
<EventTriggerInfo>
			<Type>EVENTTRIGGER_DOTHERECON</Type>
			<WorldNewsTexts>
				<Text>TXT_KEY_EVENT_DOTHERECON</Text>
			</WorldNewsTexts>
			<TriggerTexts>
				<TriggerText>
					<Text>TXT_KEY_EVENTTRIGGER_DOTHERECON</Text>
					<Era>NONE</Era>
				</TriggerText>
				<TriggerText>
					<Text>TXT_KEY_EVENTTRIGGER_DOTHERECON_DISMISS</Text>
					<Era>NONE</Era>
				</TriggerText>
			</TriggerTexts>
			<bSinglePlayer>0</bSinglePlayer>
			<iPercentGamesActive>100</iPercentGamesActive>
			<iWeight>-1</iWeight>
			<bProbabilityUnitMultiply>0</bProbabilityUnitMultiply>
			<bProbabilityBuildingMultiply>0</bProbabilityBuildingMultiply>
			<Civic>NONE</Civic>
			<iMinTreasury>0</iMinTreasury>
			<iMinPopulation>0</iMinPopulation>
			<iMaxPopulation>0</iMaxPopulation>
			<iMinMapLandmass>0</iMinMapLandmass>
			<iMinOurLandmass>0</iMinOurLandmass>
			<iMaxOurLandmass>-1</iMaxOurLandmass>
			<MinDifficulty>NONE</MinDifficulty>
			<iAngry>0</iAngry>
			<iUnhealthy>0</iUnhealthy>
			<UnitsRequired/>
			<iNumUnits>0</iNumUnits>
			<iNumUnitsGlobal>0</iNumUnitsGlobal>
			<iUnitDamagedWeight>0</iUnitDamagedWeight>
			<iUnitDistanceWeight>0</iUnitDistanceWeight>
			<iUnitExperienceWeight>0</iUnitExperienceWeight>
			<bUnitsOnPlot>0</bUnitsOnPlot>
			<BuildingsRequired/>
			<iNumBuildings>0</iNumBuildings>
			<iNumBuildingsGlobal>0</iNumBuildingsGlobal>
			<iNumPlotsRequired>0</iNumPlotsRequired>
			<bOwnPlot>1</bOwnPlot>
			<iPlotType>-1</iPlotType>
			<FeaturesRequired/>
			<TerrainsRequired/>
			<ImprovementsRequired/>
			<BonusesRequired/>
			<RoutesRequired/>
			<ReligionsRequired/>
			<iNumReligions>0</iNumReligions>
			<CorporationsRequired/>
			<iNumCorporations>0</iNumCorporations>
			<bPickReligion>0</bPickReligion>
			<bStateReligion>0</bStateReligion>
			<bHolyCity>0</bHolyCity>
			<bPickCorporation>0</bPickCorporation>
			<bHeadquarters>0</bHeadquarters>
			<Events>
				<Event>EVENT_DOTHERECON_QUEST</Event>
				<Event>EVENT_DISMISS</Event>
			</Events>
			<PrereqEvents/>
			<bPrereqEventPlot>0</bPrereqEventPlot>
			<OrPreReqs/>
			<AndPreReqs/>
			<ObsoleteTechs/>
			<bRecurring>1</bRecurring>
			<bTeam>0</bTeam>
			<bGlobal>0</bGlobal>
			<bPickPlayer>0</bPickPlayer>
			<bOtherPlayerWar>0</bOtherPlayerWar>
			<bOtherPlayerHasReligion>0</bOtherPlayerHasReligion>
			<bOtherPlayerHasOtherReligion>0</bOtherPlayerHasOtherReligion>
			<bOtherPlayerAI>0</bOtherPlayerAI>
			<iOtherPlayerShareBorders>0</iOtherPlayerShareBorders>
			<OtherPlayerHasTech>NONE</OtherPlayerHasTech>
			<bPickCity>1</bPickCity>
			<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
			<bShowPlot>1</bShowPlot>
			<iCityFoodWeight>0</iCityFoodWeight>
			<PythonCanDo/>
			<PythonCanDoCity/>
			<PythonCanDoUnit/>
			<PythonCallback/>
		</EventTriggerInfo>

also, one thing I'm not sure is about iNumUnits, for example, Solver's guide doesn't specify if it's the exact number or a minimum, but when it was 1 or 2, didn't make a difference.. didn't work too :p

of course there's something wrong here but I can't tell at all...
 
I suspect you can't do both things when picking a plot and a city. It has to be either one. To get it the way you want, you need Python to check if there is a gunship in the picked city or if the picked plot has the holy city on it. I'm not sure if plots with cities on it are taken in account when the randomizer picks a plot.
 
Back
Top Bottom