Perhaps I'm doing something wrong, but whenever I try it, a trigger can only have one trait as its trigger. If it has more than one, it ignores all the traits and triggers...
Perhaps I'm doing something wrong, but whenever I try it, a trigger can only have one trait as its trigger. If it has more than one, it ignores all the traits and triggers...
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I want to add a trait that can only be used by the greek_cities faction. After reading this tutorial I think that what I need to do is add a condition to my trigger like this one: FactionType greek_cities
Is this the correct way to implement this?
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Sorry to bother you all, Feeling a bit dense, Do I have to set up a new folder with RTW to use Squids Traits tool. Thanks in advance. magpie.
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Just run it from anywhere but make sure the dll is in the same location.
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"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
Thank you gentlemen for the enlightenment.
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Hello, Squid. Just 2 issues: Is it possible to add more than 2 conditions to a Trigger?
Another thing: is it possible to loose an ancillary through a trigger? Perhaps giving negative percentage of acquiring it?
Thanks in advance
Last edited by Mataputas; August 27, 2010 at 10:00 AM.
There are none so enslaved as those who falsely believe they are free
Yes, just look at many of the vanilla triggers they had more than 2 conditions.
Not possible, once you have it it can't be removed unless it is manually transferred to another character (only possible for a human player).Another thing: is it possible to loose an ancillary through a trigger? Perhaps giving negative percentage of acquiring it?
Thanks in advance
Under the patronage of Roman_Man#3, Patron of Ishan
Click for my tools and tutorials
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
There are none so enslaved as those who falsely believe they are free
After writing tons of lines of triggers and traits, I've just come up with a huge doubt. I'm almost sure I read the answer here, but now I can't find it and I'm worried about having wrongly inferred the answer.
Well, here it goes: I have 2 traits, each of them is the other's antitrait. When I get points in one of them, shall I have less points on the other? I mean, I have defined triggers to add points to trait A, but if trait B (antitrait) has a possitive level, I want that trigger to reduce points from trait B. Is that correct?
There are none so enslaved as those who falsely believe they are free
If I understand the question correctly, you have two traits A & B. A in an antitrait of B and B is an antitrait of A. If B has points and a trigger for A fires then the number of points A gets is reduced from B until B hits 0 points and then any extra points start increasing A. This of course requires for B not to have hit its NoGoingBackLevel requirement, which all traits that have an antitrait should have.
Under the patronage of Roman_Man#3, Patron of Ishan
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"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
Ok, I have a difficult one for you this time (or at least I'm not wise enough to work it out alone):
I want to make a named character acquire a trait A when another named character with a trait B comes close enough to the first one.
I can't find a condition that describes this situation ("another named character with a trait B"), and I have thought of other ways of doing it, but not precise enough (buggy I mean). For example, adding a pivot trigger:
As I have said, this would be very buggy... and it's my best option! So, if anyone could help me, I'd be more than grateful.Code:Trigger X WhenToTest (still don't know when) Condition IsGeneral and Trait B = 1 and I_CharacterTypeNearCharacterType gaul named character 1 gaul named character Affects Irrelevant_trait 1 Chance 1 ;--------------------------------- Trigger Y WhenToTest (still don't know when) Condition IsGeneral and Trait A = 1 and I_IsTriggerTrue X Affects A -1 Chance 100
There are none so enslaved as those who falsely believe they are free
There's nothing wrong with the triggers and that should work, but at least for the second trigger you might just want to replace the last condition with the conditions from the trigger you're trying to determine is true or not. As for event, your best bet is CharacterTurnEnd.
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"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
Ok... I'm a bit concerned about the "I_CharacterTypeNearCharacterType" condition. I'll try to explain it:
I want a condition which is true when the specific character that is being referred by the trigger (the one with trait B in the example) is near the other one, but it seems this condition is true when any named character (from gaul) is near another one (from gaul).
If this condition is so generic as I think, it will not work properly as the trigger could be "fooled", just by moving any character from gauls close to any other character from that faction (without the necessity of any of the characters involved having any trait).
What I'm looking for is a condition that states that the trigger is not true unless the character which is involved in the trigger is close to another character from the same faction.
Please, tell me if I'm not being clear and I'll try to rephrase it.
Regarding the WhenToTest issue, you're right Squid, the best will be to use PostBattle
Cheers
There are none so enslaved as those who falsely believe they are free
That's the best you can do, there's no way to check if a character is near a specific other character, only a character type.
Under the patronage of Roman_Man#3, Patron of Ishan
Click for my tools and tutorials
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
That's a pitty... I had such a great idea. Thanks, Squid!
PS: I'd rep you, but I have to "spread some reputation around" before giving it to you again
There are none so enslaved as those who falsely believe they are free
Hi Squid, I've made a little chart with all the effects, the units they use and the description (some of them are quite clear from their name, but others are not). I hope it's useful for people who wants to modify or create traits/ancillaries:
CheersCode:Effect: Units per point: Description: MovementPoints 5% additional movement points Command 1 point additional command points Loyalty 1 point additional loyalty points TroopMorale 1 point additional troop morale in battle Influence 1 point additional influence points Management 1 point additional management points Fertility (not sure) increases the chance of having children PersonalSecurity 1 point improves the chances of detecting and foiling assassination attempts PublicSecurity 1 point improves the chances of detecting and capturing enemy agents Negotiation 1 point improves negotiation skills Subterfuge 1 point improves spy skills HitPoints 1 point additional hitpoints for the general Attack 1 point additional command points when attacking Defence 1 point additional command points when defending Ambush 1 point additional command points when ambushing Law 1 point improves public order SiegeAttack 1 point additional command points when assaulting walls SiegeDefence 1 point additional command points when defending walls Unrest 1 point has a negative effect on public order Construction 1% % discount on construction costs LineOfSight 1 point improves line of sight Trading 1% % bonus on all trade income Squalor 1 point decreases public order and population growth BribeResistance 10% % increase to cost to bribe Bribery 1% increases the chances that a bribe will be successful TrainingAgents 5% % discount on agent training costs Farming 1 point improves farming output Mining 1% % bonus on mining income SiegeEngineering 1 point additional building points when sieging NightBattle 1 point additional command points in night battles NavalCommand 1 point additional command points in naval battles InfantryCommand 1 point additional command points when commanding infantry CavalryCommand 1 point additional command points when commanding cavalry Combat_V_Roman 1 point additional command points when fighting against Roman Combat_V_Greek 1 point additional command points when fighting against Greek Combat_V_Slave 1 point additional command points when fighting against Slave Combat_V_Carthaginian 1 point additional command points when fighting against Carthaginian Combat_V_Eastern 1 point additional command points when fighting against Eastern Combat_V_Barbarian 1 point additional command points when fighting against Barbarian Combat_V_Egyptian 1 point additional command points when fighting against Egyptian Combat_V_Nomad 1 point additional command points when fighting against Nomad Combat_V_Hun 1 point additional command points when fighting against Hun TaxCollection 1% % bonus on tax income PopularStanding 5% % bonus on popularity with the people SenateStanding 1% % bonus on popularity with the Senate LocalPopularity 1 point additional influence points Electability (not sure) Improves the chances of getting elected to senatorial offices Looting 1% % bonus to cash gained from looting TrainingAnimalUnits 5% % discount on animal unit training costs BodyguardValour 1 point additional bodyguards BattleSurgery (not sure) improves the chances of casualties recovering from their wounds TrainingUnits 5% % discount on unit training costs SlaveTrading (not sure) increases the pop. growth rate when slaves are numerous Health 1 point additional public health GrainTrading (not sure) increases pop. growth rate
There are none so enslaved as those who falsely believe they are free
I like the list! I recall a prob with combat vs faction not firing correctly in RTW vanilla. Have to check with one of the Trait checkers to verify coding. And the animal training units one,it had me tossed trying it with an Artemis priest. Works I think only for dogs?