Re: Ancillary Effect Questions
Yes, but not with only an ancillary. The way you'd do it is the ancillary would have no effects on it's own, but you'd have multiple traits that you could give to anybody holding the ancillary. It would of course work best with an non-transferable ancillary.
Method 1:
- Create a hidden trait called acquiredAncillaryXXX (where XXX is the ancillary you want this to work with) with one level with a threshold of 1
- Create multiple hidden traits called ancillaryXXXEffect1, ancillaryXXXEffect2, ... and have them all antitraits of each other.
- Change the ancillary so it has no effects, change it's descirption to read: +1 Command (if ....), +2 Morale (if ...) , etc. I'd do one conditional effect per line (i.e. use \n in export_VnVs to push the description to multiple lines).
- Take the current trigger for ancillary XXX move it to EDCT and change the acquireancillary XXX chance YYY to affects acquiredAncillaryXXX 1 chance YY. Also add a new first condition (i.e. above the existing one) Trait ancquiredAncillaryXXX = 0
- Have two triggers for each trait in step 2 which has the conditions you want the effects to be received under. The second trigger has one extra condition, which is that the trait has a value of 0 (so if one of the other ones was active the first trigger would reduce the other to 0 and the second would give it it's level
- Change the trigger in EDA to have a single condition Trait acquiredAncillaryXXX = 1 and the percentage changed to 100%
Method 2:
Have multiple ancillary that are the same except for their effects and use scripting to remove/add ancillaries as needed. This would work on transferable or non-transferable, but might be a kingdoms only option.
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