That works, it's a conditional which returns true when the settlement specified is controlled by the specified faction.
That works, it's a conditional which returns true when the settlement specified is controlled by the specified faction.
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It seems to be a conditional that returns true whatever faction name or settlement you stick in it! :(
I even put "and not" and it still returned true.
Have you an example of its coding in a trigger block?
Not in a trigger block, no. In the prologue campaign script though:
Simetrical and Malrubius are two people who know a lot about triggers for traits, hopefully one of them will share their experience.Code:while I_SettlementOwner Tarquinii = greek_cities end_while
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
Cool modders use show_err
Cool modders use the tutorials database
Cool modders check out the Welcome to the Modding Forums! thread
Cool modders keep backups
Cool modders help each other out
It seemed to work properly for me:
I used
Where XXX was a settlement not owned by the greeks, and that line returned True.Code:and not I_SettlementOwner XXX = greek_cities
and I used
With XXX not owned by the greeks and it returned False.Code:and I_SettlementOwner XXX = greek_cities
I am not getting that result. In your examples above, what happens when you are playing as the greek_cities?
EDIT: What I am trying to achieve (among other things and general research) is for a general who takes a certain city to be given a unique ancillary. Of course, I want the same to happen if the AI takes the city instead (given that it is not excluded from obtaining that ancillary).
How does assignation of ancillaries work anyway? Which general is chosen? What happens if you don't have isGeneral?
Last edited by Dol Guldur; 07-28-2005 at 22:04.
I was playing the greek_cities in that example.
IsGeneral is the one who's in charge of the army, the way I understand it. He'll get all the traits from battles, etc.
This is how I'd do it:
edct:eda:Code:Trigger GeneralCapturesRome WhenToTest GeneralCaptureSettlement Condition SettlementName Rome Affects GiveGeneralTrait 1 Chance 100
This will give a trait to the general who captures Rome, and give the ancillary to any general who ends his turn in Rome. You could addCode:;------------------------------------------ Trigger trigger_someancillary WhenToTest CharacterTurnEnd Condition EndedInSettlement and SettlementName Rome and IsGeneral AcquireAncillary someancillary chance 100to the ancillary trigger to make sure only the conqueror gets the trait, and not just any general who sits in the city.Code:and Trait GiveGeneralTrait > 0
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