I had instead tried this (for the National Morale script I am trying to perfect):;REMOVE1941
;
; This Event will apply if the triggers for the Event beneath it aren't met
{
#NAME= 4 Axis Units Near Warsaw From January 1941 (USSR->Allies)
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#GV= 1[1,100]
#LINK= 0[0]
#LEVEL= 0
#COUNTRY_ID= 116
#TRIGGER= 100
#DATE= 1941/01/01
; 2% mobilization increase towards Allies
#MOBILIZATION= [2,2] [2]
; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; 2nd Line - Poland politically aligned with Allies and surrendered
#VARIABLE_CONDITION= 85 [2] [100] [1]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}
;REMOVE1941
;
; This event is to counteract the one above
{
#NAME= 4 Axis Units Near Warsaw From January 1941 (USSR->Axis)
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 2
#AI= 0
#GV= 1[1,100]
#LINK= 0[0]
#LEVEL= 0
#COUNTRY_ID= 116
#TRIGGER= 100
#DATE= 1941/01/01
; 2% mobilization increase towards Axis
#MOBILIZATION= [2,2] [1]
; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; 2nd Line - Poland politically aligned with Allies and surrendered
#VARIABLE_CONDITION= 85 [2] [100] [1]
; 4 Axis units are within 10 hexes of Warsaw
#CONDITION_POSITION= 188,76 [10,10] [4,4] [1] [0]
}
Duhh, I had forgotten that "[0,3]" means "at least 0 to 3", not "0 to 3 only, no more, no less." Since I actually had 8 units, the script fired when I didn't want it to. I then tried using a less than arrow at the end of that, but just got an error message for my trouble.; #NAME= French Morale Is Lowered By The Evacuation Of the B.E.F.
Fewer than 4 British units within 24 hexes of Nancy
#CONDITION_POSITION= 283,124 [24,24] [0,3] [2] [112]
Is the 1st kludgy alternative above the only option? Will the quick "correction" of the National Morale loss by the 2nd script hopefully not have any untoward effects on any other scripts or code?
---
For those playtesters waiting for my scenario, this is why it's taking so long; 4 months of playtesting gone (since the script will keep firing until France hits 0 NM and surrenders). Note 95% of the scripts are just vanilla ones copied over and edited for the new map coordinates, but those 5% that I made, if any have dire errors of this sort, just means going back to Sept 1st, 1939, Groundhog Day style.