First, you'll need to add two traits to EB\Data\export_descr_character_traits.txt because YOU CAN'T REMOVE A TRAIT THAT DOES NOT EXIST. Adding those lines to descr_strat would result in a KTM during map.rwm generation, so you need to add the Immortal trait to the game. Additionally, the game does not like negative numbers for traits in most cases, so you'll need to add an AntiTrait.
It would look like this:
Code:
;------------------------------------------
Trait Immortal
Characters family
Hidden
AntiTraits AntiImmortal
Level Immortal
Description Immortal_desc
EffectsDescription Immortal_effects_desc
Threshold 1
;------------------------------------------
Trait AntiImmortal
Characters family
Hidden
AntiTraits Immortal
Level Not_Immortal
Description AntiImmortal_desc
EffectsDescription AntiImmortal_effects_desc
Threshold 1
Simply add this to the part before all of the triggers. At the end of the list of triggers, add the following:
Code:
Trigger AntiImmortal
WhenToTest CharacterTurnStart
Condition Trait AntiImmortal < 1
Affects AntiImmortal 2 Chance 100
Then go to EB\Data\Text\export_VnVs.txt and add this to the end:
Code:
{Immortal} Immortal
{Immortal_desc}
Hidden immortal trait
{Immortal_effects_desc}
No Effects
¬--------------------
{AntiImmortal} AntiImmortal
{AntiImmortal_desc}
Hidden trait.
{AntiImmortal_effects_desc}
No Effects
Because it's a hidden trait (ie you won't see it in their trait list) you probably don't need to add the description, but just to be sure I would add it anyway.
Edit: Well I'll be buggered. It worked...
At least, it looks like it worked. I made the above changes, hit end turn and had a whole bunch of old fogies die at the start of the next turn from "Natural Causes." If I played a few more turns I daresay that the rest of my ageing population of family members would also die, too.
I'll be interested to see if it works for everyone else, too, so give it a try!
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