
Originally Posted by
Carl
Thanks for that Foz, I didn't realise they where redundent, so I figured those triggers maybe wern't working right and thus the engine was ignoring them. Thus resulting in them not being used...
p.s. some of the stuff didn't highlight properly, but i've added in the < and > than signs on many turn based triggers as they appeared to be missing, have I added thosse correctly?
LOL. Nope. I'd have pointed it out if they were bold, but as it was I didn't see that at all. The point of max and min entries is that you don't have to use any logic except equals then. For instance take the following trigger (first I saw that you changed the logic sign in):
Code:
<decision_entry>
<!--
If we are allied and have only been allied for a short duration, no invasion set up, cannot force invade
-->
<max_entry num_turns_allied<="3" stance="Allied"/>
<faction_attitude can_force_invade="false"/>
</decision_entry>
min_entry always represents the minimum needed for it to apply, while max_entry is the maximum allowable for it to apply. In this case, we want to only use the trigger if we've been allied 3 or less turns. Thus the maximum allowable case is 3 turns, so we set:
<max_entry num_turns_allied="3" stance="Allied"/>
This tells the game that 3 is the maximum allowed value of num_turns_allied for the trigger to still apply - all lower values are assumed to also apply unless a minimum is specified in the min_entry. So the reason = is used everywhere is because min_entry and max_entry already imply >= and <= respectively. All we have to do is set the boundary values - i.e. the "equal" part of the <= or >=.
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