
Originally Posted by
the_foz_4
Hmm... I will consider doing so. It's a real mess right now though from a usability standpoint for anyone that didn't write it. All C++ code, no UI... so everything is in the hardcode, which you'd have to modify, compile and run, since I'm not dressing up a script intended for a single purpose with a happy interface and lots of fun features and settings. If you're into that, you're welcome to have the cpp file.
If you're not into that, which I'm guessing is most people, then there are other possibilities. I can refine it a little and post the resulting exe, which would then do the following:
1. Read in a traits file.
2. Find all the traits in the file, with their associated antitraits.
3. Generate a new traits file, with antitrait lines stripped out and new antitrait-simulating triggers appended.
This would allow you to generate triggers for any modded traits file, which I'm sure is neat for you modders out there, since removing or adding a single trait or antitrait would otherwise mean you'd have to hunt down all the associated triggers that had been generated and modify them appropriately by hand. Since I wrote a program to do it rather than attempt it by hand, you should be able to guess about how much fun that would be.
The other possibility is similar, but with some inputs. Like, I could have it give simple options like generating for all test times, only for start and end turn, only end turn... and then allow you to choose the number of copies per trigger.
So what it boils down to is, what do you (and anyone else that will use it) want it to do, and how?
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