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  1. #1
    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.

  2. #2
    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!


  3. #3
    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.

  4. #4

    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.

  5. #5
    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.

  6. #6
    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.

  7. #7

    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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