You can't do it with scripting - the replenish_units command needs a general's name as a parameter.
A trait with a high Effect BattleSurgery value seems like the easiest solution. For example, something like this...
In export_descr_character_traits, add:
Code:
Trait HealingTouch
Characters family
Level HealingTouchLevel1
Description HealingTouch1_desc
EffectsDescription HealingTouch1_effects_desc
Threshold 1
Effect BattleSurgery 50
Level HealingTouchLevel2
Description HealingTouch2_desc
EffectsDescription HealingTouch2_effects_desc
Threshold 5
Effect BattleSurgery 60
Level HealingTouchLevel3
Description HealingTouch3_desc
EffectsDescription HealingTouch3_effects_desc
Threshold 10
Effect BattleSurgery 70
Then, in the triggers section, add (fixed):
Code:
Trigger HealingTouchTrigger
WhenToTest PostBattle
Condition isGeneral
and CharacterIsLocal
and WonBattle
Affects HealingTouch 1 Chance 100
In text\export_VnVs.txt, add (fixed):
Code:
{HealingTouch1}Healing Touch 1
{HealingTouch1_desc} Healing Touch, level 1
{HealingTouch1_effects_desc} Heals 50% of casualties
{HealingTouch1}Healing Touch 2
{HealingTouch2_desc} Healing Touch, level 2
{HealingTouch2_effects_desc} Heals 60% of casualties
{HealingTouch1}Healing Touch 3
{HealingTouch3_desc} Healing Touch, level 3
{HealingTouch3_effects_desc} Heals 70% of casualties
Sorry, I always have a ton of bugs when I write code off the top of my head, without checking syntax :)
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