Sure. The trader corrections above are still the right ones, but here is how i would correct the farmer triggers now.Originally Posted by tai4ji2x
Corrected Farmer Triggers:
Translation:;------------------------------------------
Trigger governing5
WhenToTest GovernorBuildingCompleted
Condition not SettlementBuildingFinished > farms
Affects GoodFarmer 1 Chance 100
;------------------------------------------
When a Governor completes a building and the level of that building is NOT GREATER THAN the level of farms you have a 100% chance at receiving 1 point in GoodFarmer trait.
You could also read this as: When a Governor completes a building and it IS LESS THAN OR EQUAL to the level of farms you have a 100% chance at receiving 1 point in GoodFarmer trait.
Translation:;------------------------------------------
Trigger governing6
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished > farms
Affects BadFarmer 1 Chance 8
;------------------------------------------
You can probably figure it out from the above translations.
Notes:
2 Notes worth mentioning.
1) the indentions in the triggers I copied and pasted here are not lined up exactly as in the actual export_descr_character_traits file. Use the the spacing for indentions like it is in the file. Just look at the other triggers in the actual file for examples. This is not a biggie, I don't even know if it effects any thing.
2) Remember to backup the traits file, and remember that both trader and farmer traits have high thresholds before you actually qualify to recieve the trait.
For example: The threshold to get the first level of farming is 6. So you will need to build at least 6 buildings at a level below or equal to your level of farms before you will receive the trait.
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