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Triggered modifiers

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Revision as of 14:33, 29 December 2007 by Geoffrey (Talk | contribs)
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A triggered modifier is like an event, only that it consists of only a trigger and modifiers. In short it is a piece of code that checks if certain triggers are true. If they are, the coded effect is applied. If the triggers are false, they are not. Triggered modifiers are checked monthly, and the effecting modifiers are either on or off.

As an example, we will look at the Western influences triggered modifier:

western_arms_trade = {
    trigger = {
          NOT = { technology_group = latin }
          any_neighbor_country = {
              technology_group = latin
              relation = { who = THIS value = 150 }
          }
    }
  
    prestige = -0.01      #1% less yearly prestige
    land_tech_investment = 6
}

The triggers are true for any country not in the western (latin) technology group that has a western country as their neighbour and good relations with this neighbour. For as long as these conditions are true, the country will gain +6 to land tech per month, and lose a little prestige. Once e.g. the relations drops below the threashold, the effect disappears.

Modding triggered modifiers

You can as always change, remove or add triggered modifiers as you please. They are located in the triggered_modifiers.txt file in the common folder.

What is important to keep in mind here is that a triggered modifier isn't an event that happens once or several times - it is either on or off. This means that regular event commands does not apply. Instead you use modifiers.

Available triggered modifiers

There are 11 triggered modifiers in 1.3 and an additional 2 specific to Napoleon's Ambition.


Napopleon's Ambition

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