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  1. #1

    Default need a helping hand with traits

    Hi There,

    Apologies if this is a really basic question, but I need some help with modding character traits - even though i've read some good tutorials.

    Basically, I'd like to learn how to add traits to my generals. although I've read some tutorials, I still don't feel confident about this.

    Perhaps, if I give a specific example of a trait, someone could walk me through the necessary sreps? Then, once i've grasped the basic principles, i can experiment further.

    OK, so, let's say I build a tournament field in a city. could i make it that generals in that city (or any city with that building) could possibly pick up a positive or negative trait as a result?

    For example, a general might become a tournament champion and gain chivalry and command points. alternatively, a general might get injured in a tournament and lose movement/hit points.

    Is this possible to do? if so, how is it done?

    Once I can mod a trait like this, then I'll be able to create more.

    Many thanks for help and time!

  2. #2

    Default Re: need a helping hand with traits

    Here's the line I use

    ;------------------------------------------
    Trigger sitting_around_town_with_jousting_lists
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= jousting_lists

    Affects TourneyKnight 1 Chance 20

    Here's what it means.
    At the end of the turn, if a character is a general, and if they ended their turn in a settlement without using any movement points, and if a jousting building is present, the general has a 20% chance to gain 1 point in the TourneyKnight line of traits.

  3. #3

    Default Re: need a helping hand with traits

    Hi Snipafist,

    That's great - many thanks for the quick reply. That info looks neat and I'll use it. But - and sorry for asking - which file(s) do I need to edit? Is the character traits text file?

  4. #4

    Default Re: need a helping hand with traits

    It should already be in your export_descr_character_traits file - the line I posted is simply my modification of it (I believe the vanilla version gives a lesser chance of picking up the traith). You can add new traits (I've added one to represent injury as well), but then you'll need to mess around with the export_vnvs text file as well.

  5. #5

    Default Re: need a helping hand with traits

    Hi Snipafist,

    OK, I see. I found the trait above in the character traits file, and noticed that you'd modded the stats. I'd like to add some new traits - like the one for injury you mention - so will check out export_vnvs.

    Would be interested to know how you worded the injury trait.

    Thanks again for your help.

  6. #6

    Default Re: need a helping hand with traits

    Well I got rid of the hypochondriac trait right off the bat - if I have a trait that's countered by "hale and hearty" I want it be legitimate sickliness and not just delusions in my characters' brains. I divided that out into "sickly" traits which represent characters prone to illness (just like hale and hearty traits represent characters who tend towards healthiness) and "injury" traits which are only earned in battle when the character takes damage. I divided the injury traits up into 3 levels, roughly equivalent to lightly wounded/wounded/seriously wounded, with increasing penalties to command and hit points and with wounded and seriously wounded, penalties to personal security (you can't fight off an assassin with broken bones/etc.). If a character gets injured, there is a chance he'll get better naturally, but there's also a chance the injuries will compromise his immune system, making him prone to illness. Here, I'll show you what I mean:

    ;------------------------------------------
    Trait Injured
    Characters family

    Level Lightly_Wounded
    Description Lightly_Wounded_desc
    EffectsDescription Lightly_Wounded_effects_desc
    Threshold 1

    Effect Command -1
    Effect HitPoints -1

    Level Wounded
    Description Wounded_desc
    EffectsDescription Wounded_effects_desc
    Threshold 3

    Effect Command -2
    Effect HitPoints -2
    Effect PersonalSecurity -1

    Level Serious_Injury
    Description Serious_Injury_desc
    EffectsDescription Serious_Injury_effects_desc
    Threshold 6

    Effect Command -3
    Effect HitPoints -3
    Effect PersonalSecurity -2

    That's the basic trait. Here's the relevant lines:

    ;------------------------------------------
    Trigger Battle_General_Took_Hits
    WhenToTest PostBattle

    Condition GeneralHPLostRatioinBattle > 0.3

    Affects BattleScarred 1 Chance 30
    Affects Injured 1 Chance 20
    Affects Brave 1 Chance 20

    ;------------------------------------------
    Trigger Battle_General_Got_Nailed
    WhenToTest PostBattle

    Condition GeneralHPLostRatioinBattle > 0.6

    Affects BattleScarred 1 Chance 30
    Affects Injured 1 Chance 30
    Affects Brave 1 Chance 20

    ;------------------------------------------
    Trigger Battle_General_Spat_In_Deaths_Eye
    WhenToTest PostBattle

    Condition GeneralHPLostRatioinBattle > 0.9

    Affects BattleScarred 1 Chance 50
    Affects Injured 1 Chance 50
    Affects Brave 1 Chance 30

    These allow my characters who are seriously hurt in combat the ability to pick up points in the battle scarred line of traits, the injured line of traits, and the brave line of traits.

    The next line of triggers allows characters to heal from their wounds, worsen their wounds, or get sick from a compromised immune system depending on their condition:

    ;------------------------------------------
    Trigger woundsmayhealorgetworse-campaigning
    WhenToTest CharacterTurnEnd

    Condition Trait Injured >= 1
    and not EndedInSettlement
    and RemainingMPPercentage < 100

    Affects Injured 1 Chance 10
    Affects Injured -1 Chance 10
    Affects Sickly 1 Chance 10

    ;------------------------------------------
    Trigger woundsmayhealorgetworse-camping
    WhenToTest CharacterTurnEnd

    Condition Trait Injured >= 1
    and not EndedInSettlement
    and RemainingMPPercentage = 100

    Affects Injured 1 Chance 5
    Affects Injured -1 Chance 15
    Affects Sickly 1 Chance 5

    ;------------------------------------------
    Trigger woundsmayhealorgetworse-resting
    WhenToTest CharacterTurnEnd

    Condition Trait Injured >= 1
    and EndedInSettlement
    and RemainingMPPercentage = 100

    Affects Injured -1 Chance 20

    ;------------------------------------------
    Trigger woundsmayhealorgetworse-hospitals
    WhenToTest CharacterTurnEnd

    Condition Trait Injured >= 1
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= bimaristan

    Affects Injured -1 Chance 20

    Hope that's helpful for you.

  7. #7

    Default Re: need a helping hand with traits

    Hi Snipafist,

    That's fantastic - now I can see how this traits stuff works via your example. Very helpful indeed - thank you and all the best.

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