### Initialize acemod_lib and Mark as Installed (Stellaris Script) Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_lib_events.txt This country event, `acemod_lib.1`, is designed to run only once, typically upon mod loading or game start. Its primary purpose is to set the `acemod_lib_installed` global flag, signaling that the library components are active and available for other mod elements. The `hide_window = yes` prevents a pop-up, and `mean_time_to_happen` ensures it fires quickly. ```Stellaris Script country_event = { id = acemod_lib.1 hide_window = yes fire_only_once = yes mean_time_to_happen = { days = 1 } immediate = { set_global_flag = acemod_lib_installed # Marks libraries as installed. } } ``` -------------------------------- ### Mark ACEMOD as Installed on Game Start (Stellaris Script) Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_core_events.txt Event `acemod_core.7` ensures the Aggressive Crisis Engine mod is marked as present by setting the `acemod_installed` global flag. This event is triggered only on game start for non-AI players, serving as another mechanism to confirm the mod's installation status. ```Stellaris Script country_event = { id = acemod_core.7 hide_window = yes is_triggered_only = yes trigger = { is_ai = no } immediate = { set_global_flag = acemod_installed } } ``` -------------------------------- ### Stellaris ACE Mod: Game Start Initialization and Player Count Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_crisis_manager_events.txt This PdxScript defines a triggered-only country event (`acemod_crisis_manager.2000`) designed to execute at the start of a Stellaris game. It identifies and marks the original game host, sets a global flag confirming the installation of the Aggressive Crisis Engine (ACE) mod, and accurately counts the number of human players present at game initialization. This data is crucial for mod functionality and inter-mod compatibility checks. ```PdxScript # Marks Aggresive Crisis Engine Mod Manager mod as present. Other mods can check against this flag to see if ACEMOD is installed. on_game_start country_event = { id = acemod_crisis_manager.2000 hide_window = yes is_triggered_only = yes trigger = { is_ai = no NOT = { has_global_flag = acemod_crisis_manager_installed } } immediate = { set_country_flag = acemod_crisis_manager_original_game_host # Marks original game host country for debug purposes. set_global_flag = acemod_crisis_manager_installed if = { limit = { NOT = { has_global_flag = acemod_crisis_manager_num_human_players_start_counted } } event_target:global_event_country = { set_global_flag = acemod_crisis_manager_num_human_players_start_counted set_variable = { which = acemod_crisis_manager_var_country_num_human_players_start value = 0 } every_country = { limit = { is_ai = no } event_target:global_event_country = { change_variable = { which = acemod_crisis_manager_var_country_num_human_players_start # Counts number of human players on_game_start value = 1 } } } } } } } ``` -------------------------------- ### Define Events on Game Start (Stellaris Script) Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/on_actions/acemod_crisis_manager_on_actions.txt Configures events that are triggered when a new country starts a game. This includes marking the Aggressive Crisis Engine Mod as present, enabling cinematic gameplay support, and initiating the mod's menu if it's not already installed. ```Stellaris Script on_game_start_country = { events = { acemod_crisis_manager.2000 # Marks Aggresive Crisis Engine Mod Manager mod as present. Other mods can check against this flag to see if ACEMOD is installed. on_game_start acemod_crisis_manager.2010 # Aesthetic Cinematic Gameplay support. acemod_crisis_manager.110 # Fires Aggresive Crisis Engine Mod Manager menu if Aggresive Crisis Engine is not installed. } } ``` -------------------------------- ### Handle Game Start Events Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/on_actions/acemod_sfex_core_on_actions.txt This script block defines events that are triggered immediately when a new game session begins. It initializes core mod flags and sets up a global event country for the 'acemod_sfex' mod, ensuring the mod is correctly set up from the start. ```Stellaris Script on_game_start = { events = { acemod_sfex_core.1 # Set up mod installed global_flag. acemod_sfex_core.2 # Set up acemod_sfex Global Event Country. } } ``` -------------------------------- ### Set Unobtainable Galaxy Variables Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_crisis_manager_events.txt This section explicitly sets several crisis manager variables to a default '404' value. These variables correspond to galaxy setup parameters like galaxy shape, scaling difficulty, aggressiveness, advanced neighbors, and clustered starts, indicating they are currently unobtainable or not used by this specific script context. ```Stellaris Script # GALAXY_SHAPE - unobtainable event_target:global_event_country = { set_variable = { which = acemod_crisis_manager_var_country_setup_scenario value = 404 } } # FE_SCALING_DIFFICULTY - unobtainable event_target:global_event_country = { set_variable = { which = acemod_crisis_manager_var_country_scaling_difficulty value = 404 } } # FE_AGGRESSIVENESS - unobtainable event_target:global_event_country = { set_variable = { which = acemod_crisis_manager_var_country_aggressiveness value = 404 } } # FE_ADVANCED_NEAR_PLAYER - unobtainable event_target:global_event_country = { set_variable = { which = acemod_crisis_manager_var_country_advanced_neighbors value = 404 } } # FE_CLUSTERED_STARTS - unobtainable event_target:global_event_country = { set_variable = { which = acemod_crisis_manager_var_country_empire_placement value = 404 } } ``` -------------------------------- ### Stellaris Event: Mark ACE Crisis Manager Mod as Installed Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_crisis_manager_events.txt This country event, `acemod_crisis_manager.100`, is designed to run once at the start of a game to set a global flag, `acemod_crisis_manager_installed`. This flag serves as an indicator for other mods to check if the ACE Crisis Manager mod is active, ensuring compatibility and proper functionality. It only fires for non-AI countries. ```Paradox Script namespace = acemod_crisis_manager country_event = { id = acemod_crisis_manager.100 hide_window = yes fire_only_once = yes mean_time_to_happen = { days = 1 } trigger = { is_ai = no } immediate = { set_global_flag = acemod_crisis_manager_installed } } ``` -------------------------------- ### Set Global Flag for ACEMOD Core Installation (Stellaris Script) Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_sfex_core_events.txt This event, triggered only once, sets a global flag `acemod_sfex_core_installed` to indicate that the ACEMOD core module is active. It prevents re-execution if the flag is already present, ensuring the setup runs only once. ```Stellaris Script namespace = acemod_sfex_core event = { id = acemod_sfex_core.1 is_triggered_only = yes hide_window = yes trigger = { NOT = { has_global_flag = acemod_sfex_core_installed } } immediate = { set_global_flag = acemod_sfex_core_installed } } ``` -------------------------------- ### Define Events on Game Start (Stellaris Script) Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/on_actions/acemod_dmm_new_on_actions.txt This block defines events that are triggered when a new game starts. It includes support for the Dynamic Mod Menu, ensuring it's available from the beginning, and handles multiplayer specific visibility by hiding the button for non-host players. ```Stellaris Script on_game_start = { events = { acemod_dmm_new.1 # New Dynamic Mod Menu support. acemod_dmm_new.3 # Hide Dynamic Mod Menu button in a multiplayer-started game for all except orginal game host country. Execute event again to enable for all. } } ``` -------------------------------- ### Define Text for Crisis Setup Scenario Variable Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/scripted_loc/acemod_crisis_manager_scripted_loc.txt This snippet defines localized text for the 'acemod_crisis_manager_var_country_setup_scenario' variable. It handles specific values like 404 (unobtainable) and 0 (blank), and a general case for other values, assigning appropriate localization keys. ```Stellaris Script defined_text = { name = GetName_acemod_crisis_manager_var_country_setup_scenario # setup_scenario is not numerical but used the same syntax for consistency. text = { trigger = { check_variable = { which = acemod_crisis_manager_var_country_setup_scenario value = 404 # Code for unobtainable. } } # localization_key = OFF # Disabled as this setting is unobtainable. localization_key = acemod_crisis_manager_unobtainable } text = { trigger = { check_variable = { which = acemod_crisis_manager_var_country_setup_scenario value = 0 } } # localization_key = OFF # Disabled as this setting is unobtainable. localization_key = acemod_crisis_manager_blank } text = { trigger = { NOR = { check_variable = { which = acemod_crisis_manager_var_country_setup_scenario value = 0 } check_variable = { which = acemod_crisis_manager_var_country_setup_scenario value = 404 } } } localization_key = acemod_crisis_manager_blank } } ``` -------------------------------- ### Define Stellaris on_game_start Event Hook Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/on_actions/dmm_mod_utilities_20.txt This snippet defines the `on_game_start` event hook in Stellaris. It ensures that the `dmm_mod_utilities_20_flag.1` event is triggered immediately when a new game begins. This is typically used for initial setup or flag initialization for a mod. ```Stellaris Script on_game_start = { events = { dmm_mod_utilities_20_flag.1 } } ``` -------------------------------- ### Stellaris Script: Initialize Mod on Game Start Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/on_actions/acemod_sfex_jumpdrive_order_on_actions.txt This snippet defines an `on_game_start` event trigger in Stellaris, which executes the `acemod_sfex_jumpdrive_order.1` event. This is typically used to set up initial mod-specific global flags or variables when a new game begins, ensuring the mod is correctly recognized from the outset. ```Stellaris Script on_game_start = { events = { acemod_sfex_jumpdrive_order.1 # Set up mod installed global_flag. } } ``` -------------------------------- ### Retrieve Galaxy Setup Values Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_crisis_manager_events.txt This script block retrieves various galaxy generation settings from the game setup and assigns them to specific crisis manager variables. These settings include victory year, number of guaranteed colonies, gateways, wormholes, hyperlanes, and scaling factors for habitable worlds, primitive worlds, crisis strength, and tech costs. ```Stellaris Script get_galaxy_setup_value = { which = acemod_crisis_manager_var_country_victory_year setting = victory_year } get_galaxy_setup_value = { which = acemod_crisis_manager_var_country_num_guaranteed_colonies setting = num_guaranteed_colonies } get_galaxy_setup_value = { which = acemod_crisis_manager_var_country_num_gateways setting = num_gateways } get_galaxy_setup_value = { which = acemod_crisis_manager_var_country_num_wormhole_pairs setting = num_wormhole_pairs } get_galaxy_setup_value = { which = acemod_crisis_manager_var_country_num_hyperlanes setting = num_hyperlanes } get_galaxy_setup_value = { which = acemod_crisis_manager_var_country_habitable_worlds_scale setting = habitable_worlds_scale } get_galaxy_setup_value = { which = acemod_crisis_manager_var_country_primitive_worlds_scale setting = primitive_worlds_scale } get_galaxy_setup_value = { which = acemod_crisis_manager_var_country_crisis_strength_scale setting = crisis_strength_scale } get_galaxy_setup_value = { which = acemod_crisis_manager_var_country_tech_costs_scale setting = tech_costs_scale } ``` -------------------------------- ### Mark ACEMOD as Installed (Fire Once) (Stellaris Script) Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_core_events.txt Event `acemod_core.1` marks the Aggressive Crisis Engine mod as present by setting the `acemod_installed` global flag. It's designed to fire only once, approximately one day after game start, specifically for non-AI empires, allowing other mods to check for ACEMOD's presence. ```Stellaris Script country_event = { id = acemod_core.1 hide_window = yes fire_only_once = yes mean_time_to_happen = { days = 1 } trigger = { is_ai = no } immediate = { set_global_flag = acemod_installed } } ``` -------------------------------- ### Stellaris Script: Debug Check for Infinite Stellaris Framework Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/scripted_loc/acemod_crisis_manager_scripted_loc.txt This snippet defines a localized text entry to check for the 'z_framework_installed' global flag, which indicates the installation status of the Infinite Stellaris Framework. ```Stellaris Script defined_text = { name = GetName_acemod_crisis_manager_debug_is_infinite_stellaris_framework_installed text = { trigger = { has_global_flag = z_framework_installed } localization_key = acemod_crisis_manager_trigger_pass } text = { trigger = { NOT = { has_global_flag = z_framework_installed } } localization_key = acemod_crisis_manager_trigger_fail } } ``` -------------------------------- ### Stellaris Script for Galaxy Information Event Trigger Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_crisis_manager_events.txt Defines the `acemod_crisis_manager.2` country event in Stellaris, which is designed to be triggered only and operates without displaying a window. Upon activation, it immediately triggers two subsequent events: `acemod_crisis_manager.3` for gathering galaxy data and `acemod_crisis_manager.4` for displaying that information, ensuring a seamless background process for initial game setup. ```Stellaris Script country_event = { id = acemod_crisis_manager.2 hide_window = yes is_triggered_only = yes immediate = { hidden_effect = { country_event = { id = acemod_crisis_manager.3 # Gathers information about galaxy as configured in the game lobby. days = 0 random = 0 } country_event = { id = acemod_crisis_manager.4 # Shows information about galaxy as configured in the game lobby. days = 0 random = 0 } } } } ``` -------------------------------- ### Define Galaxy Information Country Event Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_crisis_manager_events.txt This defines a country event (`acemod_crisis_manager.4`) designed to display information about the galaxy configuration from the game lobby. It's a diplomatic, triggered-only event with a custom GUI (`acemod_generalmenuwindow`) and an option that provides a custom tooltip, allowing players to view setup details. ```Stellaris Script country_event = { id = acemod_crisis_manager.4 title = acemod_crisis_manager.4.name desc = acemod_crisis_manager.4.desc # picture = GFX_evt_spy_orb diplomatic = yes picture_event_data = { portrait = root.owner_main_species room = enclave_curator_room } custom_gui = acemod_generalmenuwindow is_triggered_only = yes option = { name = acemod_crisis_manager.4.a custom_tooltip = acemod_crisis_manager.4.a.tooltip } } ``` -------------------------------- ### Define on_game_start_country Events Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/on_actions/acemod_on_actions.txt This block defines events that trigger when a country starts a new game. It includes events for displaying the mod's options menu for the host and marking the Aggressive Crisis Engine mod as present for other mods to detect. ```Stellaris Event Script on_game_start_country = { events = { acemod_core.0 # Options mod menu for host. acemod_core.7 # Marks Aggresive Crisis Engine mod as present. Other mods can check against this flag to see if ACEMOD is installed. on_game_start } } ``` -------------------------------- ### Stellaris Script: Debug Check for ACEMOD Installation Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/scripted_loc/acemod_crisis_manager_scripted_loc.txt This snippet defines a localized text entry used to determine if the 'acemod_installed' global flag is present. It helps verify the core ACEMOD installation status for debugging purposes. ```Stellaris Script defined_text = { name = GetName_acemod_crisis_manager_debug_is_acemod_installed text = { trigger = { has_global_flag = acemod_installed } localization_key = acemod_crisis_manager_trigger_pass } text = { trigger = { NOT = { has_global_flag = acemod_installed } } localization_key = acemod_crisis_manager_trigger_fail } } ``` -------------------------------- ### Dummy Flag Setup for Mod Compatibility (DO NOT USE) Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_debug_events.txt This debug event (ID: acemod_debug.499) sets various global, planet, country, and leader flags. It is designed to ensure compatibility and prevent error log entries related to other Stellaris mods such as Ancient Cache of Technologies, Gigastructural Engineering, Aesthetic Cinematic Gameplay, Dynamic Mod Menu, and Safety Off for Planet Killer Weapons. This event is for internal debugging and should not be used in normal gameplay. ```Paradox Script event = { id = acemod_debug.499 hide_window = yes is_triggered_only = yes immediate = { set_global_flag = acot_override_activated # Ancient Cache of Technologies: Override set_planet_flag = akeean_shield_active # akeean's Shielded World origin set_planet_flag = akeean_planetary_shielding_device # akeean's Shielded World origin set_planet_flag = akeean_shielded_homeworld # akeean's Shielded World origin set_planet_flag = corrona # Gigastructural Engineering & More Corrona Primitive world set_country_flag = corrona_primitives # Gigastructural Engineering & More Corrona Primitive world set_global_flag = acg_active # Aesthetic Cinematic Gameplay set_leader_flag = acemod_aggressive_crisis_engine_menu_name_flag # Dynamic Mod Menu 3.0 set_global_flag = dmm_installed # Dynamic Mod Menu 3.0 set_leader_flag = dmm_display_exception_for_@prevprev set_global_flag = has_pk_safety_off # Safety Off for Planet Killer Weapons } } ``` -------------------------------- ### Dummy Flag Setup for Error Log Cleanup (DO NOT USE) Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_debug_events.txt This debug event (ID: acemod_debug.498) sets multiple country, global, and fleet flags. Its primary purpose is to clean up error logs by pre-setting flags that might otherwise cause warnings or errors. It is explicitly marked as not for general use and should only be employed for debugging or development purposes. ```Paradox Script event = { id = acemod_debug.498 hide_window = yes is_triggered_only = yes immediate = { set_country_flag = acemod_country_flag_jumpdrive_order_enabled set_country_flag = acemod_country_flag_jumpdrive_order_disabled set_global_flag = acemod_global_flag_jumpdrive_order_disabled set_fleet_flag = acemod_fleet_flag_jumpdrive_order_disabled set_country_flag = acemod_country_flag_ignores_ftl_inhibitor set_country_flag = acemod_country_flag_ignores_ftl_inhibitor_di set_country_flag = acemod_crisis_manager_is_crisis_faction set_global_flag = acemod_edict_menu_enabled } } ``` -------------------------------- ### Stellaris Script: Initialize Jumpdrive Order Mod Global Flag Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_sfex_jumpdrive_order_events.txt This event ensures that the 'acemod_sfex_jumpdrive_order_installed' global flag is set, indicating that the jumpdrive order mod is active and initialized. It is triggered only once upon mod load or first use to prevent redundant setup. ```Stellaris Script namespace = acemod_sfex_jumpdrive_order event = { id = acemod_sfex_jumpdrive_order.1 is_triggered_only = yes hide_window = yes trigger = { NOT = { has_global_flag = acemod_sfex_jumpdrive_order_installed } } immediate = { set_global_flag = acemod_sfex_jumpdrive_order_installed } } ``` -------------------------------- ### Ensure ACEMOD Installed Flag is Set (Stellaris Script) Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_core_events.txt This event, `acemod_core.2`, acts as a fixer to ensure the `acemod_installed` global flag is set. It's triggered only when needed, particularly for games where ACEMOD might have been added mid-playthrough, and can trigger `acemod_fleet.11` if the flag is missing. ```Stellaris Script event = { id = acemod_core.2 hide_window = yes is_triggered_only = yes immediate = { if = { limit = { NOT = { has_global_flag = acemod_installed } } event_target:global_event_country = { country_event = { id = acemod_fleet.11 } } } set_global_flag = acemod_installed } } ``` -------------------------------- ### ACEMOD Global and Country Flags for AI Control Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/steam_documentation.txt This snippet outlines the key flags used to manage ACEMOD's AI behavior. `acemod_installed` confirms the mod's presence, while `acemod_activated` gates the entire fleet logic, typically activating with a crisis. The `acemod_assisted_ai` country flag enables ACEMOD AI for a specific nation, requiring manual setup for custom countries. ```APIDOC Global Flags: acemod_installed acemod_activated Country Flags: acemod_assisted_ai acemod_country_flag_disabled_constructor_ai ``` -------------------------------- ### Define Text for Initial Human Players Variable Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/scripted_loc/acemod_crisis_manager_scripted_loc.txt This snippet defines localized text for the 'acemod_crisis_manager_var_country_num_human_players_start' variable, which likely represents the number of human players at the start of the game. It displays 'OFF' for a value of 0, 'UNKNOWN' for 404, and a blank string for other values. ```Stellaris Script defined_text = { name = GetName_acemod_crisis_manager_var_country_num_human_players_start text = { trigger = { NOR = { check_variable = { which = acemod_crisis_manager_var_country_num_human_players_start value = 0 } check_variable = { which = acemod_crisis_manager_var_country_num_human_players_start value = 404 } } } localization_key = acemod_crisis_manager_blank } text = { trigger = { check_variable = { which = acemod_crisis_manager_var_country_num_human_players_start value = 0 } } localization_key = OFF } text = { trigger = { check_variable = { which = acemod_crisis_manager_var_country_num_human_players_start value = 404 } } localization_key = UNKNOWN } } ``` -------------------------------- ### Stellaris Debug Event: Immediate Flag Setup Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_sfex_debug_events.txt This Stellaris script defines a triggered-only event (`acemod_sfex_debug.1`) that, when activated, immediately sets a comprehensive list of flags across global, fleet, leader, country, and star scopes. Its primary function is to configure the game state for debugging or testing scenarios, such as disabling jump drive cooldowns, enabling detailed logging, and marking specific systems with various properties. The event is explicitly marked as 'DO NOT USE!' for general gameplay. ```Stellaris Script namespace = acemod_sfex_debug # Error.log cleaner, DO NOT USE! event = { id = acemod_sfex_debug.1 is_triggered_only = yes hide_window = yes immediate = { set_global_flag = acemod_sfex_gfx_disabled set_global_flag = acemod_sfex_verbose_logging_enabled set_global_flag = acemod_sfex_verbose_logging_scopes_enabled set_fleet_flag = acemod_sfex_fleet_flag_shipclass_constructor set_fleet_flag = acemod_sfex_fleet_flag_shipclass_science_ship set_leader_flag = acemod_sfex_core_leader_flag set_country_flag = acemod_sfex_build_order_country_flag_ignore_is_surveyed set_country_flag = acemod_country_flag_custom_starbase_outpost set_country_flag = acemod_country_flag_custom_starbase_citadel set_fleet_flag = acemod_sfex_jumpdrive_order_fleet_flag_ignore_can_jump_drive_yes set_fleet_flag = acemod_sfex_jumpdrive_order_fleet_flag_ignore_can_enter_system_by_jump_yes set_global_flag = acemod_sfex_jumpdrive_order_global_flag_jump_drive_cooldown_disabled set_country_flag = acemod_sfex_jumpdrive_order_country_flag_jump_drive_cooldown_disabled set_fleet_flag = acemod_sfex_jumpdrive_order_fleet_flag_jump_drive_cooldown_disabled set_fleet_flag = acemod_sfex_jumpdrive_order_fleet_flag_ignore_has_ftl_drive set_country_flag = acemod_sfex_jumpdrive_order_country_flag_ignore_has_ftl_drive set_ship_flag = acemod_sfex_jumpdrive_order_ship_flag_ignore_has_ftl_drive set_global_flag = acemod_sfex_jumpdrive_order_global_flag_has_ftl_drive_disabled set_fleet_flag = acemod_sfex_fleet_flag_jumpdrive_order set_fleet_flag = acemod_sfex_fleet_flag_build_order set_leader_flag = acemod_sfex_starbase set_global_flag = acemod_aggressive_jumpdrive_protocol_disabled # The Merger of Rules, see scripted_triggers set_star_flag = ag_no_jump_out_system set_star_flag = nep_whitegoo_1 set_star_flag = nep_whitegoo_2 set_star_flag = nep_whitegoo_3 set_star_flag = wg_sealed_system set_star_flag = wg_psionic_systems set_star_flag = ehof_compound_system set_star_flag = giga_core_03 set_star_flag = maginot_anti_jump_star set_global_flag = gigastructures_enabled # cohesive_system = yes # urmazin_system = yes # everchanging_system = yes # katzen_jump_blocked_system = yes set_star_flag = ag_no_jump_in_system set_star_flag = Kuat_system set_star_flag = Kuat_system_1 set_star_flag = Kuat_system_2 set_star_flag = Kuat_system_3 set_star_flag = kuat_initial_system set_star_flag = Kuat_system_int set_star_flag = Kuat_system_int_1 set_star_flag = Kuat_system_int_2 set_star_flag = Kuat_system_int_3 set_star_flag = Kuat_system_int_4 set_global_flag = starkillerbase_not_passed set_star_flag = starkiller_system set_star_flag = outercluster set_star_flag = nep_Krahen_cluster set_star_flag = nep_Scrus_cluster set_global_flag = nep_not_pass_Aemethms set_star_flag = nep_dragon_system set_star_flag = nep_heptagram_cluster } } ``` -------------------------------- ### Blank Event for Vanilla Overwrites Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_crisis_manager_events.txt This event serves as a blank placeholder, intended to be overwritten by other mods or to represent the default vanilla behavior. It immediately executes a 'break' command, effectively doing nothing. ```Stellaris Script country_event = { id = acemod_crisis_manager.1005 hide_window = yes is_triggered_only = yes immediate = { break = yes # Blank event for overwrites. } } ``` -------------------------------- ### Initialize ACEMOD Main Menu Trigger (acemod_menu.0) Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_menu_events.txt This event serves as an initial trigger for the ACEMOD main menu. It's designed to be triggered only once per game session for non-AI countries, setting a global flag (`acemod_menu_fired`) and immediately redirecting to the `acemod_menu.1` event which displays the actual menu. It's intended for use by other menu mods as a redirect point. ```Paradox Script namespace = acemod_menu country_event = { id = acemod_menu.0 hide_window = yes is_triggered_only = yes trigger = { # Commenting out to fix menu mods which support ACEMOD. This is now a redirect event menu mods can use. # NOT = { # has_global_flag = acemod_menu_fired # } is_ai = no } immediate = { set_global_flag = acemod_menu_fired country_event = { id = acemod_menu.1 } } } ``` -------------------------------- ### Stellaris Script: Debug Check for Gigastructures Installation Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/scripted_loc/acemod_crisis_manager_scripted_loc.txt This snippet defines a localized text entry to determine if the 'gigastructures_enabled' global flag is present, indicating the installation status of the Gigastructures mod. ```Stellaris Script defined_text = { name = GetName_acemod_crisis_manager_debug_is_gigastructures_installed text = { trigger = { has_global_flag = gigastructures_enabled } localization_key = acemod_crisis_manager_trigger_pass } text = { trigger = { NOT = { has_global_flag = gigastructures_enabled } } localization_key = acemod_crisis_manager_trigger_fail } } ``` -------------------------------- ### Stellaris Script: Debug Check for Real Space Installation Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/scripted_loc/acemod_crisis_manager_scripted_loc.txt This snippet defines a localized text entry to determine if the 'has_real_space_mod' global flag is present, indicating the installation status of the Real Space mod. ```Stellaris Script defined_text = { name = GetName_acemod_crisis_manager_debug_is_real_space_installed text = { trigger = { has_global_flag = has_real_space_mod } localization_key = acemod_crisis_manager_trigger_pass } text = { trigger = { NOT = { has_global_flag = has_real_space_mod } } localization_key = acemod_crisis_manager_trigger_fail } } ``` -------------------------------- ### Stellaris Script: Debug Check for Crisis Master Installation Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/scripted_loc/acemod_crisis_manager_scripted_loc.txt This snippet defines a localized text entry to check if the 'z_cm_installed' global flag is present, indicating the installation status of the Crisis Master mod. ```Stellaris Script defined_text = { name = GetName_acemod_crisis_manager_debug_is_crisis_master_installed text = { trigger = { has_global_flag = z_cm_installed } localization_key = acemod_crisis_manager_trigger_pass } text = { trigger = { NOT = { has_global_flag = z_cm_installed } } localization_key = acemod_crisis_manager_trigger_fail } } ``` -------------------------------- ### Stellaris Script: Debug Check for ACE Crisis Manager Installation Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/scripted_loc/acemod_crisis_manager_scripted_loc.txt This snippet defines a localized text entry to verify the installation status of the ACE Crisis Manager by checking for the 'acemod_crisis_manager_installed' global flag. ```Stellaris Script defined_text = { name = GetName_acemod_crisis_manager_debug_is_ace_crisis_manager_installed text = { trigger = { has_global_flag = acemod_crisis_manager_installed } localization_key = acemod_crisis_manager_trigger_pass } text = { trigger = { NOT = { has_global_flag = acemod_crisis_manager_installed } } localization_key = acemod_crisis_manager_trigger_fail } } ``` -------------------------------- ### Stellaris Script: Debug Check for ACOT Override Installation Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/scripted_loc/acemod_crisis_manager_scripted_loc.txt This snippet defines a localized text entry to verify if the 'acot_override_activated' global flag is present, indicating the installation status of the ACOT (A Comprehensive Overhaul) override. ```Stellaris Script defined_text = { name = GetName_acemod_crisis_manager_debug_is_acot_override_installed text = { trigger = { has_global_flag = acot_override_activated } localization_key = acemod_crisis_manager_trigger_pass } text = { trigger = { NOT = { has_global_flag = acot_override_activated } } localization_key = acemod_crisis_manager_trigger_fail } } ``` -------------------------------- ### Stellaris Script: Debug Check for CMT Installation Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/scripted_loc/acemod_crisis_manager_scripted_loc.txt This snippet defines a localized text entry to determine if the 'CmtFlagActivated' global flag is set, which indicates the installation status of the CMT (Crisis Manager Tools) mod. ```Stellaris Script defined_text = { name = GetName_acemod_crisis_manager_debug_is_cmt_installed text = { trigger = { has_global_flag = CmtFlagActivated } localization_key = acemod_crisis_manager_trigger_pass } text = { trigger = { NOT = { has_global_flag = CmtFlagActivated } } localization_key = acemod_crisis_manager_trigger_fail } } ``` -------------------------------- ### Stellaris Script: Debug Output Display Event (acemod_crisis_manager.7) Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_crisis_manager_events.txt This country event is designed to present debugging information to the player through a custom graphical user interface. It specifies a title, description, and uses `acemod_generalmenuwindow` for its display. It includes an option for user interaction, likely to dismiss the debug output or navigate further. ```Stellaris Script country_event = { id = acemod_crisis_manager.7 title = acemod_crisis_manager.7.name desc = acemod_crisis_manager.7.desc # picture = GFX_evt_glitchy_matrix diplomatic = yes picture_event_data = { portrait = root.owner_main_species room = enclave_curator_room } custom_gui = acemod_generalmenuwindow is_triggered_only = yes option = { name = acemod_crisis_manager.7.a custom_tooltip = acemod_crisis_manager.7.a.tooltip } } ``` -------------------------------- ### Stellaris Script: Debugging Tools Main Menu Window (acemod_crisis_manager.10) Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_crisis_manager_events.txt This country event defines the central menu window for accessing various debugging tools within the ACE Crisis Manager. It presents multiple interactive options, each leading to different debugging functionalities, such as gathering galaxy information, triggering other debug events, calculating end-game year data, or closing the debugging interface. ```Stellaris Script country_event = { id = acemod_crisis_manager.10 title = acemod_crisis_manager.10.name desc = acemod_crisis_manager.10.desc # picture = GFX_evt_space_station diplomatic = yes picture_event_data = { portrait = root.owner_main_species room = enclave_curator_room } custom_gui = acemod_generalmenuwindow is_triggered_only = yes option = { name = acemod_crisis_manager.10.a custom_tooltip = acemod_crisis_manager.10.a.tooltip hidden_effect = { country_event = { id = acemod_crisis_manager.10 days = 0 random = 0 } country_event = { id = acemod_crisis_manager.2 # Gathers and shows information about galaxy as configured in the game lobby. days = 0 random = 0 } } } option = { name = acemod_crisis_manager.10.b custom_tooltip = acemod_crisis_manager.10.b.tooltip hidden_effect = { country_event = { id = acemod_crisis_manager.10 days = 0 random = 0 } country_event = { id = acemod_crisis_manager.5 # Debugging tool. days = 0 random = 0 } } } option = { name = acemod_crisis_manager.10.c custom_tooltip = acemod_crisis_manager.10.c.tooltip hidden_effect = { country_event = { id = acemod_crisis_manager.10 days = 0 random = 0 } acemod_crisis_manager_calculate_current_end_game_year = yes country_event = { id = acemod_crisis_manager.8 # ACE Crisis Manager Debugging tool. days = 0 random = 0 } } } option = { name = acemod_crisis_manager.10.z custom_tooltip = acemod_crisis_manager.10.z.tooltip hidden_effect = { country_event = { id = acemod_crisis_manager.1 # Closes Debugging tools window and redirects to main menu. days = 0 random = 0 } } } } ``` -------------------------------- ### Stellaris Script: Debug Check for NHSC Installation Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/scripted_loc/acemod_crisis_manager_scripted_loc.txt This snippet defines a localized text entry to check for the 'nhsc_v30' global flag, which indicates the installation status of the NHSC (New Horizons Ship Classes) mod version 3.0. ```Stellaris Script defined_text = { name = GetName_acemod_crisis_manager_debug_is_nhsc_installed text = { trigger = { has_global_flag = nhsc_v30 } localization_key = acemod_crisis_manager_trigger_pass } text = { trigger = { NOT = { has_global_flag = nhsc_v30 } } localization_key = acemod_crisis_manager_trigger_fail } } ``` -------------------------------- ### Define Text for Endgame Early Start Triggers Flag Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/scripted_loc/acemod_crisis_manager_scripted_loc.txt This snippet defines localized text ('yes' or 'no') based on the presence or absence of the 'acemod_crisis_manager_disable_default_endgame_early_start_triggers' global flag. It indicates whether the default triggers for an early endgame start are disabled. ```Stellaris Script defined_text = { name = GetName_acemod_crisis_manager_disable_default_endgame_early_start_triggers text = { trigger = { has_global_flag = acemod_crisis_manager_disable_default_endgame_early_start_triggers } localization_key = acemod_crisis_manager_trigger_yes } text = { trigger = { NOT = { has_global_flag = acemod_crisis_manager_disable_default_endgame_early_start_triggers } } localization_key = acemod_crisis_manager_trigger_no } } ``` -------------------------------- ### Debug Default Endgame Early Start Triggers Disabled Status Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/common/scripted_loc/acemod_crisis_manager_scripted_loc.txt This snippet defines a debug text block to check if the 'acemod_crisis_manager_disable_default_endgame_early_start_triggers' global flag is set. This flag indicates whether the default triggers for an early endgame start have been disabled by the mod. ```Stellaris Script defined_text = { name = GetName_acemod_crisis_manager_disable_default_endgame_early_start_triggers_debug text = { trigger = { has_global_flag = acemod_crisis_manager_disable_default_endgame_early_start_triggers } localization_key = acemod_crisis_manager_trigger_pass } text = { trigger = { NOT = { has_global_flag = acemod_crisis_manager_disable_default_endgame_early_start_triggers } } localization_key = acemod_crisis_manager_trigger_fail } } ``` -------------------------------- ### Stellaris Event: Helper for ACE Crisis Manager Menu Activation Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_crisis_manager_events.txt This triggered-only country event, `acemod_crisis_manager.111`, acts as a helper event to ensure the main ACE Crisis Manager menu (`acemod_crisis_manager.1`) is displayed. It sets the `acemod_crisis_manager_menu_fired` flag and then triggers the primary menu event, but only if the general `acemod_menu_fired` flag (presumably from a broader ACE system) has not already been set, avoiding duplicate menu openings. ```Paradox Script country_event = { id = acemod_crisis_manager.111 hide_window = yes is_triggered_only = yes trigger = { is_ai = no NOT = { has_global_flag = acemod_menu_fired } } immediate = { set_global_flag = acemod_crisis_manager_menu_fired country_event = { id = acemod_crisis_manager.1 } } } ``` -------------------------------- ### Initialize ACEMOD Main Menu (Stellaris Script) Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_core_events.txt This event, `acemod_core.0`, is triggered only once for non-AI players to initialize the Aggressive Crisis Engine mod's main menu. It sets a global flag `acemod_menu_fired` to prevent re-triggering and then calls `acemod_menu.1` to display the menu. ```Stellaris Script namespace = acemod_core country_event = { id = acemod_core.0 hide_window = yes is_triggered_only = yes trigger = { NOT = { has_global_flag = acemod_menu_fired } is_ai = no } immediate = { set_global_flag = acemod_menu_fired country_event = { id = acemod_menu.1 } } } ``` -------------------------------- ### Stellaris Event: Initialize ACEMOD Crisis Manager on Game Start Source: https://github.com/oldent/stellaris-aggressive-crisis-engine/blob/master/events/acemod_crisis_manager_events.txt Defines a Stellaris country event (`acemod_crisis_manager.2010`) that runs at the start of a game if the `acg_active` global flag is present. This event immediately sets several global flags to disable specific mod features (technology, crisis debuffs, fallen/awakened empire debuffs) and modifies a variable (`acemod_var_country_acemod_lib_army_strength_modifier`) for the `global_event_country`. ```Stellaris Event Script country_event = { id = acemod_crisis_manager.2010 hide_window = yes is_triggered_only = yes trigger = { has_global_flag = acg_active } immediate = { set_global_flag = acemod_technology_disabled set_global_flag = acemod_crisis_debuff_disabled set_global_flag = acemod_fallen_awakened_empire_debuff_disabled event_target:global_event_country = { # global_event country is always around set_variable = { which = acemod_var_country_acemod_lib_army_strength_modifier # OFF value = 101 } } } } ```