Hands-On Usage
event_option_tooltip is commonly used in custom focus trees, decisions, or events within a custom_effect_tooltip context. It allows you to directly reuse the description text of an existing event option without duplicating localization strings. For example, in a focus completion reward, you can preview an event option that will appear to the player in subsequent events:
focus = {
id = my_focus
...
completion_reward = {
custom_effect_tooltip = my_tooltip_key
event_option_tooltip = my_mod_event.5.a
}
}
This way, when players hover over the focus, they can directly see the description of the my_mod_event.5.a option and understand what will happen next.
Synergy
[custom_effect_tooltip](/wiki/effect/custom_effect_tooltip): Typically used together in the same tooltip block—first use custom text to summarize the scenario, then follow with event_option_tooltip to show specific option details for clearer hierarchy.
[effect_tooltip](/wiki/effect/effect_tooltip): When you need to preview both the results of an effect block and an event option's text simultaneously, use both side by side to give players complete information at once.
[hidden_effect](/wiki/effect/hidden_effect): The logic that actually triggers an event is often wrapped in hidden_effect, while event_option_tooltip sits outside to provide visible hints, forming the standard "hidden execution + explicit notification" pattern.
Common Pitfalls
- Incorrect capitalization or spelling in the option path: The event option ID (such as
my_mod_event.5.a) must match the id field in the event file exactly. Any spelling deviation will cause the tooltip to silently fail—no error message and no text displayed—making it extremely difficult to debug.
- Mistakenly thinking it will actually trigger the event or execute option effects:
event_option_tooltip is used only to display that option's tooltip text; it does not execute any effects contained within the option. Beginners often confuse it with commands that actually trigger events, resulting in missing logic.