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==== is_triggered_only ==== As a general rule every event should have <code>is_triggered_only = yes</code> declared. This makes game not checking the event until it is specifically called by an effect or on_action. Below is a code for the second tutmod event (should be written in <code>\events\tutmod_events.txt</code>): <syntaxhighlight lang="py"> # Removes military fleets, grants science ship and scientist. # Scopes: # Scope: root: country this: country country_event = { id = tutmod.2 hide_window = yes is_triggered_only = yes # Fire only when called from elsewhere. trigger = { has_civic = tutmod_civic # Must have tutmod_civic civic. } immediate = { every_owned_fleet = { # Iterate through every owned fleet of THIS country. limit = { is_ship_class = shipclass_military # only fleets meeting shipclass_military criteria } delete_fleet = { target = this # Delete THIS fleet. kill_leader = no # Do not delete leader of THIS fleet (unassigns). } } create_leader = { # Create leader for THIS country. class = scientist # Specified scientist class. species = this # Where THIS is the scope of where effect was written in (country, therefore species will be main country species). } create_fleet = { # Create fleet for THIS country. effect = { # Execute list of effects for THIS fleet. set_owner = prev # Set owner of THIS fleet to PREV (PREV/previous scope being country we in previous brackets refered to as THIS). create_ship = { # Create ship for THIS fleet. random_existing_design = science # of random design which is science ship. graphical_culture = owner # Visual style of the ship is the same as OWNER of the fleet (can use PREV here). } set_location = { target = owner.capital_scope.solar_system.starbase # Set location of the fleet to owner's capital_scope's solar_system's starbase. # distance = 0 # angle = random # direction = out_system } assign_leader = last_created_leader # Assigns last created leader to the fleet. } } } } </syntaxhighlight> Code is more readable in VSCode. This event has only one trigger which checks if the country <code>has_civic = tutmod_civic</code>. There are several effects in the immediate section. Most of them are self-explanatory. All of them are listed on [https://github.com/OldEnt/stellaris-triggers-modifiers-effects-list the effects list] and it is worth reviewing them.
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