All events (except those with is_triggered_only = yes) need a trigger section.

They appear: In condition blocks (trigger section of events, or equivalent: mult_modifier, can_use_title, potential, allow, ...)In the limit clause of command blocks; In scripted triggers, which can be used to group conditions into re-usable macro. Engage in courtly intrigue, dynastic struggles, and holy warfare in mediæval Europe, North Africa, the Middle East, and India. Here you can check almost any condition, the only limit is the scopes and conditions you have available, and your creativity. Crusader Kings II is an historical grand strategy video game for PC and Mac published by Paradox Interactive. This defines when the event can trigger, and is where much of the power of event modding lies.

Conditions or Triggers are used in scripting to restrict events and commands to correct targets.. Below is an example trigger section: Engage in courtly intrigue, dynastic struggles, and holy warfare in mediæval Europe, North Africa, the Middle East, and India.
Im currently writing an submod to an existing, much larger mod, introducing a few new event chains and/or additional options. Hi there folks, I have a short question about event modding, which I couldnt really find an answer for on the wiki and in the forums. Crusader Kings II is an historical grand strategy video game for PC and Mac published by Paradox Interactive.