Hm... Interesting. I'll certainly pass it on to the main scripter.
Thinking on, could this be the route to a possible multiple different deaths. For example, Immortal Elves, but dying humans?
Say for example, this bit -
Code:
monitor_event CharacterTurnStart ChracterIsLocal
and Trait wounded >= 3
and RandomPercent >= 60
send_character_off_map wounded01 ;by using send_character_off_map the character remains in the family tree as dead.
send_character_off_map wounded02 ;continue till wounded100
send_character_off_map wounded100
end_monitor
Create "OldHuman", "OldDwarf" etc traits, and tie that trait to occuring to a specific culture/faction?
So, it looks like
Code:
monitor_event CharacterTurnStart CharacterIsLocal
and Trait oldhuman = 1 ;40 y o
and RandomPercent >= 20
send_character_off_map oldhuman01 ;continue to 20
end monitor
monitor_event CharacterTurnStart CharacterIsLocal
and Trait oldhuman = 2 ;50 y o
and RandomPercent >= 40
send_character_off_map oldhuman20 ;continue to 40
end monitor ;continue until 90 y o, and then have a 95% chance of dieing every turn
I hope that makes sense? This could be a major break, I think.