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  1. #1

    Default Several things

    1. Can a script(or something else) be used to create a popup that allows you to apoint a power of posistion, like duke, count, earl. to generals(i'd rather save space on my edu file w/o creating all the noble status).(instead of just having random anicalleries) if not, is there anyway to manipulate the anicalleries to which you can control them to who gets what?(perhaps a decree type building allowing different apointments?)

    2. is there a formal way you can kill(or in this case put family members on 'trial' for unfavorable religion/insurections) having that command kill_character feels rather cheap to me.

    3. from what i understand after reading a bit, agents are pretty much hardcoded, but is there a way to get family members of royal bloodline married to foreign princesses? even though they arent 'heir apparent' they should still by royal blood be able to marry into other royal blood correct?

  2. #2
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Several things

    Quote Originally Posted by Apostle Zodd View Post
    1. Can a script(or something else) be used to create a popup that allows you to apoint a power of posistion, like duke, count, earl. to generals(i'd rather save space on my edu file w/o creating all the noble status).(instead of just having random anicalleries) if not, is there anyway to manipulate the anicalleries to which you can control them to who gets what?(perhaps a decree type building allowing different apointments?)

    2. is there a formal way you can kill(or in this case put family members on 'trial' for unfavorable religion/insurections) having that command kill_character feels rather cheap to me.

    3. from what i understand after reading a bit, agents are pretty much hardcoded, but is there a way to get family members of royal bloodline married to foreign princesses? even though they arent 'heir apparent' they should still by royal blood be able to marry into other royal blood correct?
    For the popup, you'd need to define what it is you want to manage these positions, like a trait or an ancillary that gives the effects of the position, as events can't directly generate effects. It's possible in a round-about way. Here's one way to do it:

    In export_descr_character_traits.txt:

    Code:
    ;------------------------------------------
    Trait AppointPosition
        Characters family
        Hidden
    
        Level Appoint_Duke
            Description Appoint_Duke_desc
            EffectsDescription Appoint_Duke_effects_desc
            Threshold 1
    
        Level Appoint_Count
            Description Appoint_Count_desc
            EffectsDescription Appoint_Count_effects_desc
            Threshold 2
    
        Level Appoint_Earl
            Description Appoint_Earl_desc
            EffectsDescription Appoint_Earl_effects_desc
            Threshold 3
    
    
    
    ;------------------------------------------
    Trait Position
        Characters family
    
        Level Duke
            Description Duke_desc
            EffectsDescription Duke_effects_desc
            GainMessage Duke_gain_desc
            Epithet Duke_epithet_desc
            Threshold 1
    
            Effect Command 1
    
        Level Count
            Description Count_desc
            EffectsDescription Count_effects_desc
            GainMessage Count_gain_desc
            Epithet Count_epithet_desc
            Threshold 2
    
            Effect Command 2
    
        Level Earl
            Description Earl_desc
            EffectsDescription Earl_effects_desc
            GainMessage Earl_gain_desc
            Epithet Earl_epithet_desc
            Threshold 3
    
            Effect Command 3
    
    
    
    ;------------------------------------------
    -Triggers-

    Code:
    Trigger Duke
        WhenToTest CharacterTurnStart
    
        Condition IsGeneral
              and EndedInSettlement
              and SettlementBuildingExists = royal_palace
              and Trait AppointPosition == 1
    
        Affects Position  1  Chance  100 
    
    ;------------------------------------------
    Trigger Count
        WhenToTest CharacterTurnStart
    
        Condition IsGeneral
              and EndedInSettlement
              and SettlementBuildingExists = royal_palace
              and Trait AppointPosition == 2
    
        Affects Position  1  Chance  100 
    
    ;------------------------------------------
    Trigger Earl
        WhenToTest CharacterTurnStart
    
        Condition IsGeneral
              and EndedInSettlement
              and SettlementBuildingExists = royal_palace
              and Trait AppointPosition == 3
    
        Affects Position  1  Chance  100 
    
    ;------------------------------------------
    In export_vnvs.txt:

    Code:
    {Appoint_Duke}DO NOT TRANSLATE
    {Appoint_Duke_desc}DO NOT TRANSLATE
    {Appoint_Duke_effects_desc}DO NOT TRANSLATE
    {Appoint_Count}DO NOT TRANSLATE
    {Appoint_Count_desc}DO NOT TRANSLATE
    {Appoint_Count_effects_desc}DO NOT TRANSLATE
    {Appoint_Earl}DO NOT TRANSLATE
    {Appoint_Earl_desc}DO NOT TRANSLATE
    {Appoint_Earl_effects_desc}DO NOT TRANSLATE
    
    {Duke}Duke
    {Duke_desc}This man has been appointed a Duke by the royal court.
    {Duke_effects_desc}+1 Command
    {Duke_gain_desc}Your officer havs been promoted to the appointment of Duke by the royal court.
    {Duke_epithet_desc}, Duke
    {Count}Count
    {Count_desc}This man has been appointed a Count by the royal court.
    {Count_effects_desc}+2 Command
    {Count_gain_desc}Your general has been promoted to the appointment of Count by the royal court.
    {Count_epithet_desc}, Count
    {Earl}Earl
    {Earl_desc}This man has been appointed an Earl by the royal count.
    {Earl_effects_desc}+3 Command
    {Earl_gain_desc}Your general has been promoted to the appointment of Earl by the royal court.
    {Earl_epithet_desc}, Earl
    In campaign_script.txt:

    Code:
    ;--- Royal Title Appointments
    monitor_event CharacterSelected CharacterIsLocal
            and IsGeneral
            and Attribute Command >= 2
            and not EndedInSettlement
            and not Trait AppointPosition >= 1
    set_event_counter appoint_rank 1
    end_monitor
    
    monitor_event ScrollOpened character_info_scroll_character_panel
            and I_EventCounter appoint_rank = 1
    add_events
    event counter appoint_rank_accepted
    event counter appoint_rank_declined
    date 0
    end_add_events
    historic_event appoint_rank true
    end_monitor
    
    monitor_conditions I_EventCounter appoint_rank_accepted = 1
    e_select_character
    console_command give_trait this AppointPosition 1
    set_event_counter appoint_rank 0
    set_event_counter appoint_rank_accepted 0
    end_monitor
    
    monitor_event FactionTurnEnd FactionIsLocal
            and I_EventCounter appoint_rank = 1
    set_event_counter appoint_rank 0
    end_monitor
    In historic_events.txt:

    Code:
    {APPOINT_RANK_BODY}This character is befitting to be a Duke in our kingdom mi'lord, shall we grant him office?
    {APPOINT_RANK_TITLE}Grant Duke Appointment
    I could have missed something, pretty tired right now. For the campaign_script part, there's a couple different ways you can handle it, I just put the one for the Duke in there. Essentially what it "should" do, is if you select a character who is a general with more than 2 command outside of a settlement, who hasn't already been made a duke, it sets the counter to 1. Then if you double-click to open the scroll, it should pop up a accept/decline message, which if you accept it should give the character the trait AppointPosition. They won't immediately provide effects though, since the AppointPosition line is the midway, signifying a letter being sent to a commander in the field commissioning them as a Duke. The general then has to return to an area with whatever building is set in the Duke trigger to receive his appointment, bonus, and title, which is handled by the Trait trigger.

    Again, could have gotten some of it wrong, am a bit tired right now and no easy way for me to test it. Will see about addressing #2 and #3 tomorrow.

    Cheers,
    Augustus
    Last edited by Augustus Lucifer; September 16, 2008 at 03:10 AM.

  3. #3

    Default Re: Several things

    Brilliant!

    thats even better then what i stated in my bland question . ill imput it later to see if it works correctly. ive been messing around with traits.txt since the post so im getting down what is what(allthough one of the tutorials didnt explain all the effects and their purposes)

    + rep

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