Results 1 to 13 of 13

Thread: Triggering - beyond traits and ancillaries

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Triggering - beyond traits and ancillaries

    That works, it's a conditional which returns true when the settlement specified is controlled by the specified faction.
    Epistolary Richard's modding Rules of Cool
    Cool 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

  2. #2
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: Triggering - beyond traits and ancillaries

    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?
    "One of the most sophisticated Total War mods ever developed..."

  3. #3

    Default Re: Triggering - beyond traits and ancillaries

    Not in a trigger block, no. In the prologue campaign script though:
    Code:
    	while I_SettlementOwner Tarquinii = greek_cities
    	end_while
    Simetrical and Malrubius are two people who know a lot about triggers for traits, hopefully one of them will share their experience.
    Epistolary Richard's modding Rules of Cool
    Cool 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

  4. #4
    EB Traiter Member Malrubius's Avatar
    Join Date
    Jan 2005
    Location
    On a tree-covered mountain in Anniston, Alabama, USA
    Posts
    2,633

    Default Re: Triggering - beyond traits and ancillaries

    It seemed to work properly for me:

    I used

    Code:
    and not I_SettlementOwner XXX = greek_cities
    Where XXX was a settlement not owned by the greeks, and that line returned True.

    and I used
    Code:
    and I_SettlementOwner XXX = greek_cities
    With XXX not owned by the greeks and it returned False.

    Ah! the Generals! they are numerous, but not good for much (especially if they're Languorous)!
    -- Aristophanes, if he played EB

  5. #5
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: Triggering - beyond traits and ancillaries

    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.
    "One of the most sophisticated Total War mods ever developed..."

  6. #6
    EB Traiter Member Malrubius's Avatar
    Join Date
    Jan 2005
    Location
    On a tree-covered mountain in Anniston, Alabama, USA
    Posts
    2,633

    Default Re: Triggering - beyond traits and ancillaries

    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:
    Code:
    Trigger GeneralCapturesRome
        WhenToTest GeneralCaptureSettlement
    
        Condition SettlementName Rome
    
        Affects GiveGeneralTrait  1  Chance  100
    eda:
    Code:
    ;------------------------------------------
    Trigger trigger_someancillary
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and SettlementName Rome
              and IsGeneral
    
        AcquireAncillary someancillary 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 add
    Code:
    and Trait GiveGeneralTrait > 0
    to the ancillary trigger to make sure only the conqueror gets the trait, and not just any general who sits in the city.

    Ah! the Generals! they are numerous, but not good for much (especially if they're Languorous)!
    -- Aristophanes, if he played EB

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO