Title says it all. Thanks for any help![]()
Title says it all. Thanks for any help![]()
Last edited by Taiji; June 23, 2010 at 09:25 AM.
ooooo that's a pickle.A tough one bro but as far as i have seen it in the game 5 affects is the limit.
Like
Trigger random_AI_birth1
WhenToTest CharacterComesOfAge
Condition IsGeneral
and IsFactionAIControlled
Affects GoodCommander 1 Chance 50
Affects GoodCommander 1 Chance 25
Affects StrategicSkill 1 Chance 33
Affects StrategicSkill 1 Chance 5
Affects GoodCommander 1 Chance 10
But I'm sure konny would be the one who might know about this.![]()
Assuming m2tw follows rtw its 11 in edct per trigger and unlimited in eda. Don't ask why there's a limit in edct in rome I have no idea. If you need more just duplicate the trigger with a new name but use different affects lines.
Last edited by Squid; June 24, 2010 at 11:22 AM.
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
It is 9 or 10. I remember coming across this limit, but cannot recall whether it CTDed when adding the tenth line or after the tenth line.
Team member of: Das Heilige Römische Reich, Europa Barbarorum, Europa Barbarorum II, East of Rome
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Thanks very much for the responses guys
Are you sure it's really OK to duplicate triggers in EDCT, Squid?
The reason I ask is that this apparently causes CTDs and broken scripts when done with the campaign script. But that may be specific to certain events, like FactionTurnStart, I didn't check them all when I confirmed the issue. However I don't think it matters what else is in the script, the scripts I have seen conflicting, before fixing, have had widely varying effects/functions.
I am kind of inclined to believe you since I see plenty in DLVs EDCT that would be causing problems if this coincidence was a conflict that could causes CTDs. Apparently this isn't the case. But my experience with the campaign script shows me that conflicts often amounted to broken scripts. When fixing the conflicts the game seemed to 'come alive', sure less CTDs but it was very pleasant to note cool features working for the first time. These features lay dormant because the conflict mostly prevented them from firing.
But in campaign script that is simply solvable, if statements can be made once the elements are tracked by events. In EDCT, I don't see a way around it because there may be a limit to affects and there are no if statements.
Last edited by Taiji; June 24, 2010 at 12:26 PM.
@Taiji
Also stumbled upon this post here.
I think that might help a bit more.
And thanks bro.![]()
I think the problem comes if the trigger and the 'command' are the same. Simply having the same trigger (with a different name) and a different 'command' shouldn't cause an error. Not sure what would happen if for instance the first added a trait and the second would remove it: one executed after the other or an error?
As gigantus said the problem with "duplicate" triggers occurs if the name of the two triggers is the same. As long as the names are different the rest can be identical. Even then I'm not 100% sure even having the same name would cause a crash because the name of the trigger may not be the key (as the name of the trait is the not the key) that the game uses to differentiate between triggers.
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
No it doesn't. I accidently had several triggers with the same name. The game run fine. I haven't tested if all triggers with the same name would be executed, or none, or only the first one.
It can indeed be that the trigger's name doesn't do a thing at all and is only there for orientation of the coder (it is anyways nowhere refered to, different to the trait's name).
Team member of: Das Heilige Römische Reich, Europa Barbarorum, Europa Barbarorum II, East of Rome
Modding help by Konny: Excel Traitgenerator, Setting Heirs to your preference
dHRR 0.8 beta released! get it here
New: Native America! A mini-mod for Kingdoms America