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Thread: Traits

  1. #1
    Harbinger of... saliva Member alpaca's Avatar
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    Default Traits

    List of traits
    Code:
    AcademyTrained
    AdoredByPope
    Aesthetic
    AgentPiety
    Anger
    Arse
    AssassinCatcher
    AssassinMaster
    AssassinsGuildMember
    AssassinsGuildTrained
    Austere
    Authoritarian
    BadAdministrator
    BadAmbusher
    BadArtilleryCommander
    BadAssassin
    BadAttacker
    BadBuilder
    BadCavalryGeneral
    BadCommander
    BadConspirator
    BadDefender
    BadDenouncer
    BadDiplomacy
    BadDiplomat
    BadDisciplinarian
    BadEngineer
    BadGunpowderCommander
    BadInfantryGeneral
    BadMerchant
    BadPrincess
    BadRiskyAttacker
    BadRiskyDefender
    BadSiegeAttacker
    BadSiegeDefender
    BadSpy
    BadTaxman
    BadTrader
    BattleChivalry
    BattleDread
    BattleScarred
    Berserker
    BigotWoman
    Bishop
    Bloodthirsty
    BoringSpeaker
    Brave
    BraveDiplomat
    BraveWoman
    CaptorChivalry
    CaptorDread
    Cardinal
    Cheapskate
    ChivalryLegacy
    ColdWoman
    ContentGeneral
    Corrupt
    Corrupted
    CounterSpy
    Coward
    CowardDiplomat
    CrusaderHistory
    Cuckold
    Cultured
    Cursed
    DeceiverVirtue
    Deranged
    DesperateWoman
    Despoiler
    Disciplinarian
    DiscontentGeneral
    Disloyal
    DivineProtection
    Divorced
    Dogmatic
    Doomsayer
    DreadLegacy
    Drink
    DykeWoman
    EasternWarlord
    EducatedWoman
    Embezzler
    Energetic
    Epicurean
    ExRebel
    Exheir
    ExoticTastes
    ExpensiveTastes
    FactionKiller
    Factionheir
    Factionleader
    FairProsecutor
    FairWoman
    FaithfulWoman
    FamousPirate
    FathersLegacy
    Fearsaztec
    Fearsbyzantium
    Fearscatholic
    Fearsdenmark
    Fearsegypt
    Fearsengland
    Fearsfrance
    Fearsheretic
    Fearshre
    Fearshungary
    Fearsislam
    Fearsmilan
    Fearsmongols
    Fearsmoors
    Fearsorthodox
    Fearspagan
    Fearspapal_states
    Fearspoland
    Fearsportugal
    Fearsrussia
    Fearsscotland
    Fearssicily
    Fearsslave
    Fearsspain
    Fearstimurids
    Fearsturks
    Fearsvenice
    Feck
    Fertile
    FertileWoman
    ForcedReligious
    Gambling
    Generous
    Genocide
    Girls
    GloriousFool
    GoodAdministrator
    GoodAmbusher
    GoodArtilleryCommander
    GoodAssassin
    GoodAttacker
    GoodBuilder
    GoodCavalryGeneral
    GoodCommander
    GoodConspirator
    GoodDefender
    GoodDenouncer
    GoodDiplomacy
    GoodDiplomat
    GoodEngineer
    GoodFarmer
    GoodGunpowderCommander
    GoodInfantryGeneral
    GoodMerchant
    GoodMiner
    GoodPrincess
    GoodRiskyAttacker
    GoodRiskyDefender
    GoodSiegeAttacker
    GoodSiegeDefender
    GoodSpy
    GoodTaxman
    GoodTrader
    Gregarious
    GrowingConviction
    Haemophobic
    HaleAndHearty
    Handsome
    HarshJustice
    HarshRuler
    HarshWoman
    HasAdultress
    HashashinsGuildMember
    Hatesaztec
    Hatesbyzantium
    Hatescatholic
    Hatesdenmark
    Hatesegypt
    Hatesengland
    Hatesfrance
    Hatesheretic
    Hateshre
    Hateshungary
    Hatesislam
    Hatesmilan
    Hatesmongols
    Hatesmoors
    Hatesorthodox
    Hatespagan
    Hatespapal_states
    Hatespoland
    Hatesportugal
    Hatesrussia
    Hatesscotland
    Hatessicily
    Hatesslave
    Hatesspain
    Hatestimurids
    Hatesturks
    Hatesvenice
    HeresyImmunityNonCatholic
    HighPersonalSecurity
    HorseRacer
    HumbleWoman
    Hypochondriac
    IAmPope
    IAmPrincess
    Ignorance
    Inbred
    IndecisiveAttacker
    Infertile
    InfertileWoman
    InquisitorFailure
    Insane
    InspiringSpeaker
    Intelligent
    Introvert
    JaguarWarlord
    JihadHistory
    Just
    KindRuler
    Landlubber
    LaxPersonalSecurity
    LegalDealer
    LenientJustice
    Lewd
    Liar
    LogisticalSkill
    Loyal
    LoyaltyStarter
    MarriedAPrincess
    MathematicsSkill
    MerchantEnemies
    MerchantsGuildMember
    MerchantsGuildTrained
    Miserly
    Missionary
    Monopolist
    Multilingual
    NaturalAssassinSkill
    NaturalDiplomatSkill
    NaturalHereticSkill
    NaturalInquisitorSkill
    NaturalMerchantSkill
    NaturalMilitarySkill
    NaturalPriestSkill
    NaturalPrincess
    NaturalSpySkill
    NaturalWitchSkill
    NightBattleCapable
    Noctophilia
    Noctophobia
    NonAuthoritarian
    Objective
    OpenMinded
    Paranoia
    PassionateWoman
    Peaceful
    Perverted
    PoliticsSkill
    PopesEnforcer
    Pragmatic
    PretentiousWoman
    PrettyWoman
    PriestLevel
    Prim
    PublicAtheism
    PublicFaith
    Purifier
    Rabblerouser
    RansomChivalry
    RansomDread
    ReligionStarter
    ReligiousActivity
    ReligiousInactivity
    ReligiousIntolerance
    ReligiousMerchant
    ReligiousTolerance
    RhetoricSkill
    Righteous
    Sailor
    Sane
    Scout
    Secretive
    SecretlyFemale
    SecureMerchant
    SecurityMerchant
    Senile
    ServesSelfMerchant
    ShadyDealer
    Slothful
    SmoothTalker
    Sobriety
    SpiritedWoman
    SpyMaster
    Stoic
    StrategicSkill
    StrategyChivalry
    StrategyDread
    StrickenSerious
    StrickenSilly
    StrongFaith
    Subjective
    Superstitious
    TacticalSkill
    Talkative
    TheologiansGuildMember
    TheologiansGuildTrained
    ThievesGuildMember
    ThievesGuildTrained
    TimidWoman
    TolerantWoman
    TooOldToFight
    TouchedByTheGods
    TourneyKnight
    Trusting
    Ugly
    UglyWoman
    UnchasteWoman
    UnfairProsecutor
    Unjust
    Unwrath
    Upright
    VapidWoman
    VictorVirtue
    WaningConviction
    Warmonger
    WaveringFaith
    WifeIsBarren
    WifeIsBitch
    WifeIsCharming
    WifeIsFertile
    WifeIsHorrid
    WifeIsNoble
    WifeIsWise
    WorldlyMerchant
    Wrath
    Xenophilia
    Xenophobia
    
    Compiled by Somec
    updated the list using data from export_descr_character_traits


    List of allowed Effects:

    Combat_V_Religion_x, Combat_V_Faction_x, BattleSurgery, TrainingAnimalUnits, HitPoints, BodyguardValour, Looting, Law, Unrest, Squalor, ArtilleryCommand, GunpowderCommand, InfantryCommand, CavalryCommand, Fertility, TaxCollection, Mining, Farming, FootInTheDoor, LocalPopularity, Trading, Construction, TrainingAgents, TrainingUnits, LineOfSight, Electability, BribeResistance, Bribery, PublicSecurity, PersonalSecurity, NightBattle, SiegeEngineering, NavalCommand, Ambush, SiegeDefence, SiegeAttack, Defence, MovementPoints, TroopMorale, Subterfuge, Management, BodyguardSize, Generosity, Boldness, Disposition, Violence, Purity, Eligibility, Sabotage, Assassination, Authority, HeresyImmunity, Unorthodoxy, Piety, Finance, Charm, Influence, Command

    Combat_V_Religion_x, Combat_V_Faction_x: Change x to a religion/faction name

    Unused effects
    Electability and FootInTheDoor seem to be unused and can be used for modding.
    Last edited by alpaca; 01-18-2007 at 22:32.

  2. #2

    Default Re: Traits

    With the release of the text files I had a chance to experiment with giving traits, and it doesn't seem like you can use AgentType and FactionIsLocal at the same time in the trigger. Maybe this is one of the things to be fixed in the patch?

    For example:

    Code:
    Trigger test_assassin_turn
    	WhenToTest CharacterTurnEnd
    	Condition FactionIsLocal
    	      and AgentType = assassin
    	
    	Affects GoodConspirator 8 100
    The trace log says the event is fired, yet none of my assassins have the GoodConspirator trait after I hit end turn. I've tried this only with assassins and spies so far.

    Docudemon files show that you should be able to use both. AgentType requires character_record which is exported by the CharacterTurnEnd event, and FactionIsLocal requires faction which is also exported by CharacterTurnEnd.

    This is in contrast to:

    Code:
    Trigger test_general_turn
    	WhenToTest CharacterTurnEnd
        Condition FactionIsLocal
              and IsGeneral
    
    	Affects Energetic 8 Chance 100
    which correctly gives my generals the Energetic trait once I hit end turn.

  3. #3
    EB Traitor Member BozosLiveHere's Avatar
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    Default Re: Traits

    This seems like a bug. A workaround might be restricting the traits themselves with the Characters line.

  4. #4
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Traits

    Yes AgentType does generally not seem to work properly.

  5. #5
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: Traits

    Working heavy-handedly on the VnV .txt at the moment, I noticed there are quite a lot of duplicate triggers, especially battle triggers. Same name, same WhenToTest, same conditions, same effects.

    Do these have a purpose I cannot fathom, or can (and should) I clean them out without breaking stuff ? Did RTW have that kind of redundant triggers as well ?
    Anything wrong ? Blame it on me. I'm the French.

  6. #6
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Traits

    Quote Originally Posted by Kobal2fr
    Working heavy-handedly on the VnV .txt at the moment, I noticed there are quite a lot of duplicate triggers, especially battle triggers. Same name, same WhenToTest, same conditions, same effects.

    Do these have a purpose I cannot fathom, or can (and should) I clean them out without breaking stuff ? Did RTW have that kind of redundant triggers as well ?
    Can you give an example?

  7. #7
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: Traits

    Sure. From my backup export_descr_character_traits.txt :

    line 10726 :

    Trigger battle7
    WhenToTest BattleGeneralRouted

    Affects Coward 1 Chance 25

    line 13500 :

    Trigger battle7
    WhenToTest BattleGeneralRouted

    Affects Coward 1 Chance 25

    EDIT : there's also a few triggers with the same name, but differing effects, which is frankly sloppy. I assume I can change the name to whatever I like in order to avoid confusion without breaking the trigger, can't I ? (but perhaps these questions of mine shouldn't be asked here but rather in the "learn to mod" section, now that I think about it...)
    Last edited by Kobal2fr; 12-16-2006 at 18:17.
    Anything wrong ? Blame it on me. I'm the French.

  8. #8
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Traits

    Hmm interesting. I guess the game takes the last version in the files for each trigger. It should be safe to delete them if they have the same name.

  9. #9
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Traits

    There is also the nice Blood Hound ancilliary that when triggered gives your general an Overseer (which is why we see so many of them). Basically the writer managed to cope the trigger of the Overseer down to the Blood Hound (which I think is for the Spy, and rather good too).
    You may not care about war, but war cares about you!


  10. #10
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: Traits

    @Kraxis : and losing to denmark will give you the "Hates Aztecs" trait . But yeah, that's the kind of thing I'm currently trying to fix, that and giving triggers to unused traits and ancillaries. Oh, and fixing the names too. I'll probably release my files when I'm sure they're both balanced and don't make the game go ker-klunk.

    I'm tackling the ReligionStarter issue right now, and I really don't get why no general gets it past the first turn of a campaign, because it's triggered first thing whenever someone is born, married and adopted, same as LoyaltyStarter... Triggered a number of times actually. I'm thinking if all else fails, I might include a trigger giving it at the end of each turn, but that's a bit on the brute force side of coding .

    @alpaca : OK, I thought as much, but wasn't sure. Thanks !
    Anything wrong ? Blame it on me. I'm the French.

  11. #11

    Default Re: Traits

    I posted on another thread but this place seems more appropriate.

    I am away from my computer for a few days and can't test ideas or work, but I am still trying to be productive. Could anyone answer a few questions for me?

    1) Will the commands in the docudemon_commands function in the traits file? More specifically, can we use if, while, and the monitors in the traits?

    (If we can there is no point in answering the next questions.)

    2) Can we use conditions in the trait definition instead of the trigger definition? This will also keep the file more human parsable then duplicating triggers. Although the usefullness of a condition is somewhat limited without some sort of an else.

    3) Does condition placement effect only lines after the condition?
    For example:
    Trigger MyTrigger
    WhenToTest CharacterTurnEnd

    Affects BattleChivalry 1 Chance 100

    Condition Trait BattleDread >=1

    Affects BattleChivalry -1 Chance 100
    Affects BattleDread 1 Chance 100

    Thanks.

  12. #12
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Traits

    Quote Originally Posted by pellik
    I posted on another thread but this place seems more appropriate.

    I am away from my computer for a few days and can't test ideas or work, but I am still trying to be productive. Could anyone answer a few questions for me?

    1) Will the commands in the docudemon_commands function in the traits file? More specifically, can we use if, while, and the monitors in the traits?

    (If we can there is no point in answering the next questions.)

    2) Can we use conditions in the trait definition instead of the trigger definition? This will also keep the file more human parsable then duplicating triggers. Although the usefullness of a condition is somewhat limited without some sort of an else.

    3) Does condition placement effect only lines after the condition?
    For example:
    Trigger MyTrigger
    WhenToTest CharacterTurnEnd

    Affects BattleChivalry 1 Chance 100

    Condition Trait BattleDread >=1

    Affects BattleChivalry -1 Chance 100
    Affects BattleDread 1 Chance 100

    Thanks.
    No, no and I don't think so. Number 3) should maybe be tested but iirc you can't have affects before a condition.

  13. #13
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Traits

    Well, got something new. Can anybody test any of the above-mentioned Effects that are not in the traits and ancillaries files to see how they work?

    IMPORTANT: Especially research FootInTheDoor :)
    Last edited by alpaca; 12-28-2006 at 01:51.

  14. #14

    Default Re: Traits

    @kobal2fr

    I'm tackling the ReligionStarter issue right now, and I really don't get why no general gets it past the first turn of a campaign, because it's triggered first thing whenever someone is born, married and adopted, same as LoyaltyStarter... Triggered a number of times actually. I'm thinking if all else fails, I might include a trigger giving it at the end of each turn, but that's a bit on the brute force side of coding .
    You've probably already taken care of this, but in case you haven't:

    ;------------------------------------------
    Trait ReligionStarter
    Characters family
    Hidden

    Level General_Religion
    Description General_Religion_desc
    EffectsDescription General_Religion_effects_desc
    Threshold 1

    Effect Piety 3

    ;---------------(END)

    The only change is "general" to "family". This allows all those nice triggers that affect RegionStarter to actually have an effect on family members. Works great so far.

    Piety is a pet peeve of mine. I'd like to be able to have a chance of increasing it if there's, say, a cardinal in the army for a few turns. Is there a condition that will allow me to check if a certain agent type is in an army?

    Thanks..

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