[QUES] Whats wrong in that event

Im working on my modification, and want to add event. When I start the game there is error.
Can somebody say whats wrong in that event?

var eventId = “426e3835-0162-4d84-95bf-b37d3d40efc9”;

var myRandomEvent = {
	id: eventId,
	isRandom: false,
	date: '15/11/2',
	ignoreGameLengthModifier: false,
	getNotification: function (company) {
      	var msg = "Gameling Rainbow was failure. Ninvento is disapointed. They said: 'It looks like Gameling Rainbow`s components arent for this era. We were thinking that some of gamers will want to play old Matio`s on old but new Gameling'. They also said that it genereated profit, and there is no need to worry of their budged. {n} Ninvento wont stop producing new Gamelings, but they dont want to make games for it anymore. Will Ninvento make another handheld console? One of Gameling Rainbow said: 'I like Gameling Rainbow, but there is not so many games, because its specification.' ".localize();
		return new Notification({
			sourceId: eventId,
			header: "Gaming Market".localize(),
			text: msg,
			
		});
	},
                 
  
  GDT.addEvent(myRandomEvent);

};

(Matios-Marios (games))

genereated should be spelled as “generated” :slight_smile:

Or isn’t that the error you were looking for?

Well, you have nothing to end the event. You have no way to exit from the event. EG: (from the GDT mod wiki page)

/*
example event:
when does it fire: random event, only in the first office when a game is in development
what happens: neighbours kid spies on game dev, resulting in several options.
*/

var eventId = "F413351E-2108-4967-A989-A7E98D4DEED5";//any string, but needs to be globally unique

var myRandomEvent = {
	id: eventId,
	isRandom: true, //if you want to test this event, you can set this to false and it will trigger during dev. of the first game.
	maxTriggers: 1,
	trigger: function (company) {
		//only in first office and only while a game is in development.
		//most events that fire during game-dev work better if they don't fire right at the start or right at the end, that's why we use isGameProgressBetween
		return company.currentLevel == 1 && company.isGameProgressBetween(0.2, 0.9);
	},
	//because we dynamically create the notification every time the event triggers, we use getNotification
	getNotification: function (company) {
		var game = company.currentGame;

		var msg = "It seems that kids in the neighbourhood have started chatting about your upcoming game {0}. Rumour has it, that Billy, your neighbours kid, snuck into the garage and spied on some of the design papers.{n}How he managed to do this is a mystery. You could swear you were sitting in the garage the entire time!\nHow do you want to react?\n\nYou could talk to the parents to get him punished, ignore the incident or maybe invite some of the neighbours over to show them more of the game."
			.localize().format(game.title);
		//notice how we break up the story in two screens by using {n}. This creates a better flow than having one longer block of text.
		//Also, since this is a story with multiple options and the buttons can only hold a small amount of text, we explain the options beforehand.

		//the chatting among kids, creates a bit of hype.
		//since the event isn't delayed we can do this directly on the company, otherwise we could call adjustHype() on the notification object to schedule the effect with the notification.
		company.adjustHype(5 + 10 * company.getRandom());//increase hype between 5 and 15.

		return new Notification({
			sourceId: eventId,//this is important, otherwise nothing will happen when the player selects an option.
			header: "Billy, the kid".localize(),//granted, this is a silly header.
			text: msg,
			options: ["Talk to parents", "Ignore incident", "Invite over"]//maximum of three choices
		});
	},
	complete: function (decision) {
		//decision is a number and will correspond to the index of the option that was chosen.
		//0=talk to parents, 1=ignore incident, 2=invite over
		//it's best if every decision has a different outcome

		var company = GameManager.company;//we fetch the company object for use later.

		if (decision === 0) {//talk to parents
			//we create a new, simple notification to tell the outcome. no sourceId or options are necessary this time.
			var n = new Notification({
				header: "Billy, the kid".localize(),//keep the header consistent with the prior part of the story
				text: "You talk to the parents about Billy's actions and they promise it won't happen again."
			});
			n.adjustHype(5 + 10 * company.getRandom());//increase hype between 5 and 15.
			
			company.activeNotifications.addRange(n.split()); //since this notificaton should be shown immediately (not one second later) we insert it into activeNotifications. calling .split() ist just good practice in case we use {n} inside the notification.
			return;
		}
		if (decision === 1) {//ignore incident
			//nothing happens at first, but in a few weeks Billy again breaks in...
			var n = new Notification({
				header: "Vanished documents".localize(),
				text: "You were working on some intricate design documents the other day but now you can't find them anymore. Small foot prints on the floor suggest that someone might have taken them.\nUnfortunately you have to recreate the documents (-500 cr.) - This might have been Billy's work",
				weeksUntilFired: 1 + 2 * company.getRandom()
			});
			n.adjustCash(-500, "restoring documents");
			company.notifications.push(n);//this notification isn't shown immediately so we add it to the normal company.notifications array.
			return;
		}
		if (decision === 2) {//invite him over
			var n = new Notification({
				header: "Billy, the kid".localize(),//keep the header consistent with the prior part of the story
				text: "You invite Billy, his parents and a couple of other interested neighbours over and show them the game in-progress. The kids are super-excited and for weeks you hear them talk about it afterwards."
			});
			n.adjustHype(15 + 25 * company.getRandom());//increase hype between 15 and 40
			company.activeNotifications.addRange(n.split()); //since this notificaton should be shown immediately (not one second later) we insert it into activeNotifications. calling .split() ist just good practice in case we use {n} inside the notification.
			return;
		}
	}
};

GDT.addEvent(myRandomEvent);

};

Also, you didn’t set a max trigger value. Those are the only things I can point out other then spelling & grammar mistakes.

If you can’t be more descriptive than that then don’t expect that others will invest time to help you out.

@PatrickKlug I dont know anything more about that error.
@JayCheetah Its not that error, but thanks…
@apljee abut grammar mistakes - I was writing it fast, and Im not from Engalnd, or USA, so English is second or sometimes third languge we are using in Poland.

I used the example but the second one. There wasn`t maxTriggers value.

Ive “fixed” that. There is no alert, but it just dont work. It just cant display.

I was trying to make an “OK” Option, to just close my notification,but something gone wrong.

return new Notification({
sourceId: eventId,
header: “Gaming Market”.localize(),
text: msg,
options: [“OK”]

		});
	},
                 complete: function (decision) {

	var company = GameManager.company;

	if (decision === 0) {
		return;
  
  GDT.addEvent(myRandomEvent);

};

Thats end of my event.