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View Full Version : Any way to make the trait level go down?



SSJVegetaTrunks
08-09-2007, 02:07
In my Vampire mod, I'm trying to make the vampires have a "thirst" level. When they're not thirsty, the trait is at the first level, which will be "satisfied". After a while of not killing, it will go up to the next level of the trait, "thirsty", and then later "terribly thirsty". How can I make it so that when he kills someone in battle, it goes back down to "satisfied"?

Makanyane
08-09-2007, 08:17
You need to give it a corresponding anti-trait and have a trigger that gives an increase in the anti-trait. Look at good commander / bad commander ones in vanilla. If a good commander gets too many bad commander triggers he can not only lose his higher good commander trait levels he can eventually get the bad commander trait instead.

If you put in a "NoGoingBackLevel" though if he reaches that trait level he won't be able to return below it.

SSJVegetaTrunks
08-09-2007, 15:08
I tried testing this by making two traits that were anti-traits, and one of them had NoGoingBackLevel1 (each trait had three levels). I had one of the characters start with the third level of the one that had the NoGoingBackLevel, and had a 100% chance every turn you end your turn in a settlement that you get the other trait 1. However, after one turn the trait dropped to the first level instead of the second. So I tried getting rid of the NoGoingBackLevel, and after one turn he lost the third level of the trait and got the first level of the other trait.

Is it supposed to do that? What am I doing wrong?

BozosLiveHere
08-09-2007, 17:08
Affects TraitName -x Chance y works as well.

SSJVegetaTrunks
08-10-2007, 01:10
Are you sure? I didn't think that would work. What if you subtract it by 3 but it's only at 1? Does it just go to 0?

BozosLiveHere
08-10-2007, 02:47
The engine usually doesn't like it when you reset a trait to less than 0, but other than that negative values work just fine.

Makanyane
08-10-2007, 07:49
ah so is the whole anti-trait thing buggy? I've not checked it in detail...:embarassed:


@BozosLiveHere, I assume if it doesn't like resetting under 0 you have to have a condition:
if TraitName >=1
Affects TraitName -1
before any negatives, is that the right way of using it?

BozosLiveHere
08-10-2007, 13:31
Yep, if you're worried about having more than one point in the trait, you can create multiple triggers with that condition.

SSJVegetaTrunks
08-10-2007, 15:35
Ah, thank you very much! You guys were very helpful!

Squid
08-10-2007, 16:18
Has anyone tried that with ancillaries to try and get ancillaries removed?

BozosLiveHere
08-10-2007, 19:11
I tried in the command line, using add_ancillary, no luck. The problem is that the AcquireAncillary line has no space for putting a negative value. It's just AcquireAncillary Whatever Chance x.

Makanyane
08-10-2007, 19:49
I've just been trying and can't make it do anything putting -1 after the ancillary name doesn't do anything and most other options I can think of just give error message afterwards, saying unrecognised blah... expected Affect, Advice or Ancillary

Tying
Affects AncName -1 chance 100
causes CTD when triggered.