-
Notifications
You must be signed in to change notification settings - Fork 1
Basic Tutorial
Bad Listener edited this page Dec 19, 2020
·
10 revisions
In this tutorial, we will be going over how to make basic element to create a captive event for the mod.
Here is a sample of a basic captivity event.
<?xml version="1.0" encoding="UTF-8"?>
<CEEvents xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="file://CEEventsModal.xsd">
<!-- SampleEvent -->
<CEEvent>
<Name>CE_common_example_1</Name>
<Text>Event Text Here.</Text>
<BackgroundName>CE_custom_background</BackgroundName>
<MultipleRestrictedListOfFlags>
<!-- Category Flag -->
<RestrictedListOfFlags>Common</RestrictedListOfFlags>
<!-- Type Flag -->
<RestrictedListOfFlags>Captive</RestrictedListOfFlags>
<!-- Location Flags -->
<RestrictedListOfFlags>LocationTavern</RestrictedListOfFlags>
<RestrictedListOfFlags>LocationCity</RestrictedListOfFlags>
</MultipleRestrictedListOfFlags>
<Options>
<Option>
<Order>0</Order>
<MultipleRestrictedListOfConsequences>
<RestrictedListOfConsequences>EmptyIcon</RestrictedListOfConsequences>
</MultipleRestrictedListOfConsequences>
<OptionText>Option One.</OptionText>
<TriggerEventName>CE_common_example_alt_1</TriggerEventName>
</Option>
<Option>
<Order>1</Order>
<MultipleRestrictedListOfConsequences>
<RestrictedListOfConsequences>ChangeHealth</RestrictedListOfConsequences>
<RestrictedListOfConsequences>EmptyIcon</RestrictedListOfConsequences>
</MultipleRestrictedListOfConsequences>
<OptionText>Option Two.</OptionText>
<HealthTotal>-10</HealthTotal>
</Option>
</Options>
<ReqCustomCode>true</ReqCustomCode>
<SexualContent>false</SexualContent>
<WeightedChanceOfOccuring>20</WeightedChanceOfOccuring>
</CEEvent>
<CEEvent>
<Name>CE_common_example_alt_1</Name>
<Text>Event Text Here.</Text>
<BackgroundName>CE_custom_background_2</BackgroundName>
<MultipleRestrictedListOfFlags>
<RestrictedListOfFlags>Captive</RestrictedListOfFlags>
<!-- CanOnlyBeTriggeredByOtherEvent Flag (Make sure this is set for events that you don't want to randomly call) -->
<RestrictedListOfFlags>CanOnlyBeTriggeredByOtherEvent</RestrictedListOfFlags>
</MultipleRestrictedListOfFlags>
<Options>
<Option>
<Order>0</Order>
<MultipleRestrictedListOfConsequences>
<RestrictedListOfConsequences>ChangeHealth</RestrictedListOfConsequences>
<RestrictedListOfConsequences>EmptyIcon</RestrictedListOfConsequences>
</MultipleRestrictedListOfConsequences>
<OptionText>Option One.</OptionText>
<HealthTotal>10</HealthTotal>
</Option>
</Options>
<ReqCustomCode>true</ReqCustomCode>
<SexualContent>false</SexualContent>
<WeightedChanceOfOccuring>20</WeightedChanceOfOccuring>
</CEEvent>
</CEEvents>As you may notice it is actually two events. With one event calling another when the player selects the first option.
<Option>
<Order>0</Order>
<MultipleRestrictedListOfConsequences>
<RestrictedListOfConsequences>EmptyIcon</RestrictedListOfConsequences>
</MultipleRestrictedListOfConsequences>
<!-- Text of Option -->
<OptionText>Option One.</OptionText>
<!-- Trigger is Here (occurs by name) -->
<TriggerEventName>CE_common_example_alt_1</TriggerEventName>
</Option>