Herewith my code begins:
Code:
events.CharacterTurnEnd[#events.CharacterTurnEnd+1] =
Thus, the assignment of traits does not begin until one turn after appearance.
If the assignment were triggered directly upon appearance, the game would still understand the leaders as ministers.
Code:
and conditions.CharacterTrait("C_Leader_Agent_99", context) < 1
and conditions.CharacterTrait("C_Leader_Army_Buff", context) < 1
and conditions.CharacterTrait("C_Leader_Clever_Stick", context) < 1
and conditions.CharacterTrait("C_Leader_Debauched", context) < 1
and so on
To prevent the leader from getting new traits every turn, this only happens if he doesn't have any traits yet.
Code:
effect.trait("C_Leader_Agent_99", "agent", 1, 8, context)
effect.trait("C_Leader_Agent_99", "agent", 4, 8, context)
effect.trait("C_Leader_Army_Buff", "agent", 1, 8, context)
effect.trait("C_Leader_Army_Buff", "agent", 4, 8, context)
effect.trait("C_Leader_Army_Buff", "agent", 6, 8, context)
effect.trait("C_Leader_Clever_Stick", "agent", 1, 8, context)
effect.trait("C_Leader_Clever_Stick", "agent", 4, 8, context)
effect.trait("C_Leader_Clever_Stick", "agent", 6, 8, context)
and so on
I hereby give the leaders the different characteristics. Since there are more traits that subtract points than add, positive traits appear more often.