To make the ancillary unique all you have to do is add the Unique line to it, like you would add Hidden to a trait, like this:
Code:
Ancillary BozosLiveHere
Image BozosLiveHere.tga
Unique
Description BozosLiveHere_desc
EffectsDescription BozosLiveHere_effects_desc
As the others have already said, there's no straightforward way to get a unique trait. In the case you mentioned maybe you could do something like this:
Code:
Trait Fatherhood
Characters family
Hidden
Level Firstborn
Description Firstborn_desc
EffectsDescription Firstborn_effects_desc
Threshold 1
Level FirstbornBecomesAdult
Description Firstborn_becomes_adult_desc
EffectsDescription Firstborn_becomes_adult_effects_desc
Threshold 32 ;assuming you're using 2 turns per year
Level FirstbornAlreadyAdult
Description Firstborn_already_adult_desc
EffectsDescription Firstborn_already_adult_effects_desc
Threshold 33
;----------------------------------------
Trait Firstborn
Characters family
Level OnlySon
Description Only_Son_desc
EffectsDescription Only_Son_effects_desc
Threshold 1
In the trigger section you'd have:
Code:
Trigger Becomes_Dad_For_The_First_Time
WhenToTest CharacterBecomesAFather
Condition Trait Fatherhood < 1
Affects Fatherhood 1 Chance 100
;--------------------------------------
Trigger Firstborn_is_getting_older
WhenToTest CharacterTurnStart
Condition Trait Fatherhood > 0
and Trait Fatherhood < 3
Affects Fatherhood 1 Chance 100
;--------------------------------------
Trigger Firstborn_gets_his_trait
WhenToTest CharacterComesOfAge
Condition FatherTrait Fatherhood = 2
Affects Firstborn 1 Chance 100
Originally Posted by
-apocalypsis-
I could not get the FactionwideAncillaryExists & WorldwideAncillaryExists conditions to work in the traits files in BI 1.6.
Really? I thought I'd seen WorldWideAncillaryExists in the vanilla edct. Gah! There goes my idea for using scripts to affect trait acquisition.
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