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Thread: SettlementBuildingExists condition when modding traits

  1. #1

    Question SettlementBuildingExists condition when modding traits

    As the title says I have a question about the SettlementBuildingExists condition.

    So let's just say I write this in the triggers:

    Code:
    Condition SettlementBuildingExists >= baths
    Does this mean the settlement must have EXACTLY this level of the health building or any above it work as well? I think you need to place a condition for each level, but please someone who knows for sure, clarify.

    Thanks a lot.

  2. #2

    Default Re: SettlementBuildingExists condition when modding traits

    If anyone knows, please tell me. It's basically a yes/no answer. I'm just not that experienced with the EDCT

  3. #3
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Default Re: SettlementBuildingExists condition when modding traits

    I am afraid I cannot answer this question, but have you tried searching the R:TW modding forums? If you can't find it there, you could ask at the TWC.
    Looking for a good read? Visit the Library!

  4. #4

    Default Re: SettlementBuildingExists condition when modding traits

    Now that I look at what I wrote I see that it should be "more or equal to" baths, I think. Unfortunately I couldn't find an answer for this particular question in the forums.

    Anyway, unless there is someone who knows for sure, this thread can be locked, since I found (I presume) the right answer myself.

  5. #5
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Default Re: SettlementBuildingExists condition when modding traits

    Please let us know if it works.
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  6. #6

    Default Re: SettlementBuildingExists condition when modding traits

    Yes, I just tested various conditions and it works. To sum up:

    = - equal to
    > - more than (but not equal)
    < - less than (but not equal)
    >= - more than or equal to
    <= - less than or equal to

    These can be used in the conditions throughout the files.

    Example of a trigger:
    Code:
    ;------------------------------------------
    Trigger ABC1
      WhenToTest CharacterTurnEnd
      
    	Condition Attribute Influence > 4
                      and Trait Patrician = 1
    		  and FactionType seleucid
    		  and Trait Wealthy > 0
    		  and EndedInSettlement
    		  and Trait NaturalCharisma > 3
    		  and Trait Patronus < 1
    		  and SettlementBuildingExists >= governors_villa
    		  and Trait Selflessness <= 3
      
      Affects ABC  1  Chance  5
    
    ;------------------------------------------
    Last edited by danio43us67; 01-22-2012 at 15:43.

  7. #7
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Default Re: SettlementBuildingExists condition when modding traits

    Looking for a good read? Visit the Library!

  8. #8

    Default Re: SettlementBuildingExists condition when modding traits

    Glad to be of help.

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