; ; Campaign script ; script ; --------------------- ; counters declare_counter Opened_Faction_Overview_Scroll declare_counter Opened_Settlement_Scroll [.....] wait_monitors end_script
monitor_event <Event> <Condition> <Effet> end_monitor
monitor_conditions <Condition> <Effet> end_monitor
monitor_conditions <Condition> <Effet> terminate_monitor end_monitor
monitor_conditions <Condition 1> <Effet 1> <Effet 2> end_monitor
monitor_conditions <Condition 1> and <Condition 2> <Effet 1> <Effet 2> end_monitor
monitor_conditions <Condition 1> and not <Condition 2> <Effet 1> <Effet 2> end_monitor
;------------------------------------------ Trigger <nom du déclencheur> WhenToTest <event> Condition <condition 1> and <condition 2> <Effet 1>
AcquireAncillary <nom_de_l'objet> chance 50
Identifier: BuildingCompleted Event: A building has been completed Exports: faction, settlement, prior_build, advised_build Class: ET_BUILDING_COMPLETED
Identifier: SettlementType Trigger requirements: settlement Parameters: castle | city Sample use: SettlementType castle Description: Test if the settlement is the specified type Battle or Strat: Strat Class: SETTLEMENT_TYPE
Identifier: add_money Parameters: faction, amount Description: Adds money (negative value subtracts) to a faction's treasury. Sample use: add_money England 2007 Class: ADD_MONEY
monitor_event BuildingCompleted SettlementType City add_money England 1000 end_monitor
monitor_event BuildingCompleted SettlementType City and FactionType England add_money England 1000 end_monitor
Identifier: I_CharacterExists Trigger requirements: Parameters: character name Sample use: I_CharacterExists Gaius Julius Description: Is this character alive and in the campaign? Battle or Strat: Strat Class: I_CHARACTER_EXISTS
monitor_event FactionTurnEnd FactionType Slave and I_IsFactionAIControlled England add_money England 1000 end_monitor monitor_event FactionTurnEnd FactionType Slave and I_IsFactionAIControlled Spain add_money Spain 1000 end_monitor monitor_event FactionTurnEnd FactionType Slave and I_IsFactionAIControlled France add_money France 1000 end_monitor
monitor_event FactionTurnEnd FactionType Slave if I_IsFactionAIControlled England add_money England 1000 end_if if I_IsFactionAIControlled Spain add_money Spain 1000 end_if if I_IsFactionAIControlled France add_money France 1000 end_if end_monitor
declare_counter France_vaincra 0
monitor_conditions <condition> set_counter france_vaincra 1 end_monitor
monitor_conditions I_CompareCounter France_vaincra = 1 <Effet 1> <Effet 2> end_monitor
declare_counter France_vaincra monitor_event GeneralCaptureSettlement SettlementsTaken >= 10 and FactionType france set_counter France_vaincra 1 end_monitor monitor_event BuildingCompleted FactionType france and I_CompareCounter France_vaincra = 1 add_money france 1000 end_monitor