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alpaca
11-21-2006, 14:46
List of traits


AcademyTrained
AdoredByPope
Aesthetic
AgentPiety
Anger
Arse
AssassinCatcher
AssassinMaster
AssassinsGuildMember
AssassinsGuildTrained
Austere
Authoritarian
BadAdministrator
BadAmbusher
BadArtilleryCommander
BadAssassin
BadAttacker
BadBuilder
BadCavalryGeneral
BadCommander
BadConspirator
BadDefender
BadDenouncer
BadDiplomacy
BadDiplomat
BadDisciplinarian
BadEngineer
BadGunpowderCommander
BadInfantryGeneral
BadMerchant
BadPrincess
BadRiskyAttacker
BadRiskyDefender
BadSiegeAttacker
BadSiegeDefender
BadSpy
BadTaxman
BadTrader
BattleChivalry
BattleDread
BattleScarred
Berserker
BigotWoman
Bishop
Bloodthirsty
BoringSpeaker
Brave
BraveDiplomat
BraveWoman
CaptorChivalry
CaptorDread
Cardinal
Cheapskate
ChivalryLegacy
ColdWoman
ContentGeneral
Corrupt
Corrupted
CounterSpy
Coward
CowardDiplomat
CrusaderHistory
Cuckold
Cultured
Cursed
DeceiverVirtue
Deranged
DesperateWoman
Despoiler
Disciplinarian
DiscontentGeneral
Disloyal
DivineProtection
Divorced
Dogmatic
Doomsayer
DreadLegacy
Drink
DykeWoman
EasternWarlord
EducatedWoman
Embezzler
Energetic
Epicurean
ExRebel
Exheir
ExoticTastes
ExpensiveTastes
FactionKiller
Factionheir
Factionleader
FairProsecutor
FairWoman
FaithfulWoman
FamousPirate
FathersLegacy
Fearsaztec
Fearsbyzantium
Fearscatholic
Fearsdenmark
Fearsegypt
Fearsengland
Fearsfrance
Fearsheretic
Fearshre
Fearshungary
Fearsislam
Fearsmilan
Fearsmongols
Fearsmoors
Fearsorthodox
Fearspagan
Fearspapal_states
Fearspoland
Fearsportugal
Fearsrussia
Fearsscotland
Fearssicily
Fearsslave
Fearsspain
Fearstimurids
Fearsturks
Fearsvenice
Feck
Fertile
FertileWoman
ForcedReligious
Gambling
Generous
Genocide
Girls
GloriousFool
GoodAdministrator
GoodAmbusher
GoodArtilleryCommander
GoodAssassin
GoodAttacker
GoodBuilder
GoodCavalryGeneral
GoodCommander
GoodConspirator
GoodDefender
GoodDenouncer
GoodDiplomacy
GoodDiplomat
GoodEngineer
GoodFarmer
GoodGunpowderCommander
GoodInfantryGeneral
GoodMerchant
GoodMiner
GoodPrincess
GoodRiskyAttacker
GoodRiskyDefender
GoodSiegeAttacker
GoodSiegeDefender
GoodSpy
GoodTaxman
GoodTrader
Gregarious
GrowingConviction
Haemophobic
HaleAndHearty
Handsome
HarshJustice
HarshRuler
HarshWoman
HasAdultress
HashashinsGuildMember
Hatesaztec
Hatesbyzantium
Hatescatholic
Hatesdenmark
Hatesegypt
Hatesengland
Hatesfrance
Hatesheretic
Hateshre
Hateshungary
Hatesislam
Hatesmilan
Hatesmongols
Hatesmoors
Hatesorthodox
Hatespagan
Hatespapal_states
Hatespoland
Hatesportugal
Hatesrussia
Hatesscotland
Hatessicily
Hatesslave
Hatesspain
Hatestimurids
Hatesturks
Hatesvenice
HeresyImmunityNonCatholic
HighPersonalSecurity
HorseRacer
HumbleWoman
Hypochondriac
IAmPope
IAmPrincess
Ignorance
Inbred
IndecisiveAttacker
Infertile
InfertileWoman
InquisitorFailure
Insane
InspiringSpeaker
Intelligent
Introvert
JaguarWarlord
JihadHistory
Just
KindRuler
Landlubber
LaxPersonalSecurity
LegalDealer
LenientJustice
Lewd
Liar
LogisticalSkill
Loyal
LoyaltyStarter
MarriedAPrincess
MathematicsSkill
MerchantEnemies
MerchantsGuildMember
MerchantsGuildTrained
Miserly
Missionary
Monopolist
Multilingual
NaturalAssassinSkill
NaturalDiplomatSkill
NaturalHereticSkill
NaturalInquisitorSkill
NaturalMerchantSkill
NaturalMilitarySkill
NaturalPriestSkill
NaturalPrincess
NaturalSpySkill
NaturalWitchSkill
NightBattleCapable
Noctophilia
Noctophobia
NonAuthoritarian
Objective
OpenMinded
Paranoia
PassionateWoman
Peaceful
Perverted
PoliticsSkill
PopesEnforcer
Pragmatic
PretentiousWoman
PrettyWoman
PriestLevel
Prim
PublicAtheism
PublicFaith
Purifier
Rabblerouser
RansomChivalry
RansomDread
ReligionStarter
ReligiousActivity
ReligiousInactivity
ReligiousIntolerance
ReligiousMerchant
ReligiousTolerance
RhetoricSkill
Righteous
Sailor
Sane
Scout
Secretive
SecretlyFemale
SecureMerchant
SecurityMerchant
Senile
ServesSelfMerchant
ShadyDealer
Slothful
SmoothTalker
Sobriety
SpiritedWoman
SpyMaster
Stoic
StrategicSkill
StrategyChivalry
StrategyDread
StrickenSerious
StrickenSilly
StrongFaith
Subjective
Superstitious
TacticalSkill
Talkative
TheologiansGuildMember
TheologiansGuildTrained
ThievesGuildMember
ThievesGuildTrained
TimidWoman
TolerantWoman
TooOldToFight
TouchedByTheGods
TourneyKnight
Trusting
Ugly
UglyWoman
UnchasteWoman
UnfairProsecutor
Unjust
Unwrath
Upright
VapidWoman
VictorVirtue
WaningConviction
Warmonger
WaveringFaith
WifeIsBarren
WifeIsBitch
WifeIsCharming
WifeIsFertile
WifeIsHorrid
WifeIsNoble
WifeIsWise
WorldlyMerchant
Wrath
Xenophilia
Xenophobia

Compiled by Somec

updated the list using data from export_descr_character_traits


List of allowed Effects:

Combat_V_Religion_x, Combat_V_Faction_x, BattleSurgery, TrainingAnimalUnits, HitPoints, BodyguardValour, Looting, Law, Unrest, Squalor, ArtilleryCommand, GunpowderCommand, InfantryCommand, CavalryCommand, Fertility, TaxCollection, Mining, Farming, FootInTheDoor, LocalPopularity, Trading, Construction, TrainingAgents, TrainingUnits, LineOfSight, Electability, BribeResistance, Bribery, PublicSecurity, PersonalSecurity, NightBattle, SiegeEngineering, NavalCommand, Ambush, SiegeDefence, SiegeAttack, Defence, MovementPoints, TroopMorale, Subterfuge, Management, BodyguardSize, Generosity, Boldness, Disposition, Violence, Purity, Eligibility, Sabotage, Assassination, Authority, HeresyImmunity, Unorthodoxy, Piety, Finance, Charm, Influence, Command

Combat_V_Religion_x, Combat_V_Faction_x: Change x to a religion/faction name

Unused effects
Electability and FootInTheDoor seem to be unused and can be used for modding.

Somec
12-05-2006, 21:05
With the release of the text files I had a chance to experiment with giving traits, and it doesn't seem like you can use AgentType and FactionIsLocal at the same time in the trigger. Maybe this is one of the things to be fixed in the patch?

For example:



Trigger test_assassin_turn
WhenToTest CharacterTurnEnd
Condition FactionIsLocal
and AgentType = assassin

Affects GoodConspirator 8 100


The trace log says the event is fired, yet none of my assassins have the GoodConspirator trait after I hit end turn. I've tried this only with assassins and spies so far.

Docudemon files show that you should be able to use both. AgentType requires character_record which is exported by the CharacterTurnEnd event, and FactionIsLocal requires faction which is also exported by CharacterTurnEnd.

This is in contrast to:



Trigger test_general_turn
WhenToTest CharacterTurnEnd
Condition FactionIsLocal
and IsGeneral

Affects Energetic 8 Chance 100


which correctly gives my generals the Energetic trait once I hit end turn.

BozosLiveHere
12-05-2006, 21:08
This seems like a bug. A workaround might be restricting the traits themselves with the Characters line.

alpaca
12-05-2006, 22:06
Yes AgentType does generally not seem to work properly.

Kobal2fr
12-16-2006, 17:36
Working heavy-handedly on the VnV .txt at the moment, I noticed there are quite a lot of duplicate triggers, especially battle triggers. Same name, same WhenToTest, same conditions, same effects.

Do these have a purpose I cannot fathom, or can (and should) I clean them out without breaking stuff ? Did RTW have that kind of redundant triggers as well ?

alpaca
12-16-2006, 17:42
Working heavy-handedly on the VnV .txt at the moment, I noticed there are quite a lot of duplicate triggers, especially battle triggers. Same name, same WhenToTest, same conditions, same effects.

Do these have a purpose I cannot fathom, or can (and should) I clean them out without breaking stuff ? Did RTW have that kind of redundant triggers as well ?
Can you give an example?

Kobal2fr
12-16-2006, 17:49
Sure. From my backup export_descr_character_traits.txt :

line 10726 :

Trigger battle7
WhenToTest BattleGeneralRouted

Affects Coward 1 Chance 25

line 13500 :

Trigger battle7
WhenToTest BattleGeneralRouted

Affects Coward 1 Chance 25

EDIT : there's also a few triggers with the same name, but differing effects, which is frankly sloppy. I assume I can change the name to whatever I like in order to avoid confusion without breaking the trigger, can't I ? (but perhaps these questions of mine shouldn't be asked here but rather in the "learn to mod" section, now that I think about it...)

alpaca
12-16-2006, 19:27
Hmm interesting. I guess the game takes the last version in the files for each trigger. It should be safe to delete them if they have the same name.

Kraxis
12-16-2006, 20:25
There is also the nice Blood Hound ancilliary that when triggered gives your general an Overseer (which is why we see so many of them). Basically the writer managed to cope the trigger of the Overseer down to the Blood Hound (which I think is for the Spy, and rather good too).

Kobal2fr
12-17-2006, 06:13
@Kraxis : and losing to denmark will give you the "Hates Aztecs" trait :laugh4:. But yeah, that's the kind of thing I'm currently trying to fix, that and giving triggers to unused traits and ancillaries. Oh, and fixing the names too. I'll probably release my files when I'm sure they're both balanced and don't make the game go :skull:ker-klunk:skull:.

I'm tackling the ReligionStarter issue right now, and I really don't get why no general gets it past the first turn of a campaign, because it's triggered first thing whenever someone is born, married and adopted, same as LoyaltyStarter... Triggered a number of times actually. I'm thinking if all else fails, I might include a trigger giving it at the end of each turn, but that's a bit on the brute force side of coding :sweatdrop:.

@alpaca : OK, I thought as much, but wasn't sure. Thanks !

pellik
12-23-2006, 08:33
I posted on another thread but this place seems more appropriate.

I am away from my computer for a few days and can't test ideas or work, but I am still trying to be productive. Could anyone answer a few questions for me?

1) Will the commands in the docudemon_commands function in the traits file? More specifically, can we use if, while, and the monitors in the traits?

(If we can there is no point in answering the next questions.)

2) Can we use conditions in the trait definition instead of the trigger definition? This will also keep the file more human parsable then duplicating triggers. Although the usefullness of a condition is somewhat limited without some sort of an else.

3) Does condition placement effect only lines after the condition?
For example:
Trigger MyTrigger
WhenToTest CharacterTurnEnd

Affects BattleChivalry 1 Chance 100

Condition Trait BattleDread >=1

Affects BattleChivalry -1 Chance 100
Affects BattleDread 1 Chance 100

Thanks.

alpaca
12-23-2006, 13:47
I posted on another thread but this place seems more appropriate.

I am away from my computer for a few days and can't test ideas or work, but I am still trying to be productive. Could anyone answer a few questions for me?

1) Will the commands in the docudemon_commands function in the traits file? More specifically, can we use if, while, and the monitors in the traits?

(If we can there is no point in answering the next questions.)

2) Can we use conditions in the trait definition instead of the trigger definition? This will also keep the file more human parsable then duplicating triggers. Although the usefullness of a condition is somewhat limited without some sort of an else.

3) Does condition placement effect only lines after the condition?
For example:
Trigger MyTrigger
WhenToTest CharacterTurnEnd

Affects BattleChivalry 1 Chance 100

Condition Trait BattleDread >=1

Affects BattleChivalry -1 Chance 100
Affects BattleDread 1 Chance 100

Thanks.
No, no and I don't think so. Number 3) should maybe be tested but iirc you can't have affects before a condition.

alpaca
12-28-2006, 01:46
Well, got something new. Can anybody test any of the above-mentioned Effects that are not in the traits and ancillaries files to see how they work?

IMPORTANT: Especially research FootInTheDoor :)

brbllrd
01-04-2007, 09:50
@kobal2fr


I'm tackling the ReligionStarter issue right now, and I really don't get why no general gets it past the first turn of a campaign, because it's triggered first thing whenever someone is born, married and adopted, same as LoyaltyStarter... Triggered a number of times actually. I'm thinking if all else fails, I might include a trigger giving it at the end of each turn, but that's a bit on the brute force side of coding .

You've probably already taken care of this, but in case you haven't:

;------------------------------------------
Trait ReligionStarter
Characters family
Hidden

Level General_Religion
Description General_Religion_desc
EffectsDescription General_Religion_effects_desc
Threshold 1

Effect Piety 3

;---------------(END)

The only change is "general" to "family". This allows all those nice triggers that affect RegionStarter to actually have an effect on family members. Works great so far.

Piety is a pet peeve of mine. I'd like to be able to have a chance of increasing it if there's, say, a cardinal in the army for a few turns. Is there a condition that will allow me to check if a certain agent type is in an army?

Thanks..