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Alexander the Pretty Good
09-11-2005, 02:16
I dislike the way the export_descr_character_traits.txt file is laid out. What I would like to have is the V&V set followed by related triggers. To do this, I want to have triggers that address only one trait at a time.

So instead of:

;------------------------------------------
Trigger dads_authoritarian
WhenToTest CharacterComesOfAge

Condition FatherTrait Authoritarian >= 1

Affects NonAuthoritarian 1 Chance 50
Affects KindRuler 1 Chance 20

;------------------------------------------
There is:

;------------------------------------------
Trigger dads_authoritarian1
WhenToTest CharacterComesOfAge

Condition FatherTrait Authoritarian >= 1

Affects NonAuthoritarian 1 Chance 50

;------------------------------------------

;------------------------------------------
Trigger dads_authoritarian2
WhenToTest CharacterComesOfAge

Condition FatherTrait Authoritarian >= 1

Affects KindRuler 1 Chance 20

;------------------------------------------

Or something like that. My question is:

Does this affect performance?

I imagine it would, since now two triggers are tested instead of one. However, having the one trigger among many at the bottom of the .txt file makes it harder to edit (and I don't think the Lordz editor is very good, I'm sorry). Has anyone tried this?

My next question is:

Are there any generally good things to do with the Vices and Virtues to make them efficient, streamlined, etc?

I think that's it, except that if anyone has an extra handy-dandy V&V editor that is more flexible than the Lordz one I would greatly appreciate it. You can't even remove traits to my knowledge!

Oh, one more (unrelated) thing:

With "Show-Me" Scripts the AI can't actually use them, can they? Meaning using neat "Show-Me" scripts is another way to kick the AI while its down, correct?

Epistolary Richard
09-11-2005, 08:49
I believe there are several mods such as Malrubius' GAFH that add quite a number of triggers without any loss of performance. I don't think you'd notice any difference from splitting those triggers out.

As for show_me scripts, the AI can't "use" them - in that it can't activate them. But this is a matter of the mentality of the player, if you want to put a bunch of stuff into a script that's integral to the game then it would be cheating for the player not to click on it. And modders will never be able to prevent a player from cheating if he wants to. And there's nothing to stop you having a blank "click on this" piece of advice so that the player doesn't know what change will happen.

But no, if you want to be sure to be able to help the AI then you'll want to use a show_me background script and not a show_me event script.