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  1. #1

    Default Question on script

    I've been looking through the scripts and there are some parts that I just don't see the point. In the file EDA (export_descr_ancillaries.txt) there are several triggers for the player and AI sepparately. Why?
    Maybe it's just me but, for ex, why these two triggers (see below)?? The first will give the privy seal (if it doesn't exists) to the player's faction leader if not byzantium with a 100% chance. The second will give the privy seal (if it doesn't exists) to a AI's general (not faction leader nor heir) if not byzantium with a 33% chance!?!? Why not use the first trigger for both and remove the "and IsFactionLeader" part??

    thanks



    Trigger privy_player
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and IsFactionLeader
    and FactionIsLocal ;for player only
    and not FactionwideAncillaryExists privyseal
    and not CharFactionType byzantium

    AcquireAncillary privyseal chance 100
    ;------------------------------------------
    Trigger privy_ai
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and not IsFactionLeader
    and not IsFactionHeir
    and not FactionIsLocal ;for ai
    and not FactionwideAncillaryExists privyseal
    and not CharFactionType byzantium

    AcquireAncillary privyseal chance 33


  2. #2

    Default Re: Question on script

    Quote Originally Posted by krolyn View Post
    Trigger privy_player
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and IsFactionLeader
    and FactionIsLocal ;for player only
    and not FactionwideAncillaryExists privyseal
    and not CharFactionType byzantium


    AcquireAncillary privyseal chance 100
    ;------------------------------------------
    Trigger privy_ai
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and not IsFactionLeader
    and not IsFactionHeir

    and not FactionIsLocal ;for ai
    and not FactionwideAncillaryExists privyseal
    and not CharFactionType byzantium


    AcquireAncillary privyseal chance 33
    The idea is that the player gives the privy seal away from its faction leader.
    The AI needs "help" doing that. Those triggers aren't the same.

  3. #3

  4. #4

    Default Re: Question on script

    Depends on whats demeed necessary. Looks like a nice touch that you can "appoint" your Lord Keeper of the Privy Seal.
    Is there a need to prune ancillaries now?

  5. #5
    strife1013's Avatar Campidoctor
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    Default Re: Question on script

    From what I have seen you have to give that to someone in comb. with a few other ancillary to get a chance of getting another ancillary, makes sense? I was looking at the Byzantine's relics and they look cool, I wish it was easy to explain how you get those :-P like the banner of great constantine, sword of basil, banner of herakleios.


  6. #6

    Default Re: Question on script

    i think by looking at ancillaries file in data you can find triggers for those strife

    EDIT: Okies here ya go
    Spoiler Alert, click show to read: 
    ;--------------------------------------------------------------------
    ; ;;;Triggers of Byzantine Relics;;;;;;;;
    ;--------------------------------------------------------------------

    Trigger banner_of_Great_Constantine
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and IsFactionLeader
    and SettlementName Constantinople
    and FactionType byzantium
    and not I_WorldwideAncillaryExists banner_of_Great_Constantine
    and not HasAncType Relic_banner
    and Trait GoodCommander >= 3

    AcquireAncillary banner_of_Great_Constantine chance 33
    ;----------------------------------------------
    Trigger sword_of_Basil_Bulgaroctonos
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and IsGeneral
    and SettlementName Sofia
    and FactionType byzantium
    and not I_WorldwideAncillaryExists sword_of_Basil_Bulgaroctonos
    and not HasAncType Relic_sword
    and Trait GoodCommander >= 3

    AcquireAncillary sword_of_Basil_Bulgaroctonos chance 33
    ;----------------------------------------------
    Trigger Banner_of_Herakleios
    WhenToTest PostBattle
    Condition WonBattle
    and FactionReligion catholic
    and GeneralFoughtCulture middle_eastern
    and BattleSuccess = crushing
    and FactionType byzantium
    and not I_WorldwideAncillaryExists Banner_of_Herakleios
    and not HasAncType Relic_banner
    and Trait GoodCommander >= 3

    AcquireAncillary Banner_of_Herakleios chance 66
    ;----------------------------------------------
    Trigger sword_of_Great_Constantine
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and PercentageEnemyKilled > 25
    and BattleOdds <= 0.50
    and FactionType byzantium
    and not I_WorldwideAncillaryExists sword_of_Great_Constantine
    and not HasAncType Relic_sword
    and Trait GoodCommander >= 3

    AcquireAncillary sword_of_Great_Constantine chance 66
    ;----------------------------------------------
    Trigger banner_of_Justinian
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and IsGeneral
    and SettlementName Rome
    and FactionType byzantium
    and not I_WorldwideAncillaryExists banner_of_Justinian
    and not HasAncType Relic_banner
    and Trait GoodCommander >= 3

    AcquireAncillary banner_of_Justinian chance 33
    ;----------------------------------------------
    Trigger sword_of_Nikephoros_Phokas
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and IsGeneral
    and SettlementName Constantinople
    and FactionType byzantium
    and not I_WorldwideAncillaryExists sword_of_Nikephoros_Phokas
    and not HasAncType Relic_sword
    and Trait GoodCommander >= 3
    and Trait Military_Career_In_Byzantium = 9

    AcquireAncillary sword_of_Nikephoros_Phokas chance 66
    ;----------------------------------------------
    ;;;;;;;;;;;;;;Triggers of office start here;;;;;;;;;;;
    ;------------------------------------------
    Trigger Etairiarches_vnv_trigger
    WhenToTest HireMercenaries
    Condition IsGeneral
    and FactionType byzantium
    and not IsFactionLeader
    and not IsFactionHeir

    AcquireAncillary Etairiarches chance 15

    ;------------------------------------------
    Trigger Stratopedarches_vnv_trigger
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and FactionType byzantium
    and not IsFactionLeader
    and not IsFactionHeir
    and Trait Disciplinarian >= 1
    and Trait GoodCommander >= 2

    AcquireAncillary Stratopedarches chance 33

    ;------------------------------------------
    Trigger Megas_Primikerios_vnv_trigger
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and FactionType byzantium
    and not IsFactionLeader
    and not IsFactionHeir
    and Trait Loyal >= 1
    and Trait GoodCommander >= 3
    and not FactionwideAncillaryExists Megas_Primikerios
    and not HasAncType office

    AcquireAncillary Megas_Primikerios chance 100

    ;-----------------------------------------
    Trigger Megas_Kontostablos_vnv_trigger
    WhenToTest HireMercenaries
    Condition IsGeneral
    and FactionType byzantium
    and not IsFactionLeader
    and not IsFactionHeir
    and Trait Loyal >= 1
    and Trait Xenophilia >= 1
    and Trait GoodCommander >= 3
    and not FactionwideAncillaryExists Megas_Kontostablos
    and not HasAncType office

    AcquireAncillary Megas_Kontostablos chance 100

    ;------------------------------------------
    Trigger Protospatharios_vnv_trigger
    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and FactionType byzantium
    and not IsFactionLeader
    and not IsFactionHeir
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= militia_drill_square
    and Trait Loyal > 2
    and Trait GoodCommander >= 3
    and not FactionwideAncillaryExists Protospatharios
    and IsGeneral
    and not HasAncType office

    AcquireAncillary Protospatharios chance 100

    ;------------------------------------------
    Trigger Protalagator_vnv_trigger
    WhenToTest GovernorUnitTrained
    Condition TrainedUnitCategory cavalry
    and FactionType byzantium
    and not IsFactionLeader
    and not IsFactionHeir
    and SettlementBuildingExists > knights_stables
    and Trait GoodCommander >= 3
    and Trait Loyal >= 1
    and IsGeneral
    and not FactionwideAncillaryExists Protalagator
    and not HasAncType office

    AcquireAncillary Protalagator chance 100
    Last edited by RabidSheepLegion; September 10, 2010 at 11:39 PM.
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  7. #7
    strife1013's Avatar Campidoctor
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    Default Re: Question on script

    It just seems all so confusing RabidSheep... :-P I understand 95% of it.


  8. #8

    Default Re: Question on script

    And just another question,.
    Is it possible to correct the ship's movement points? It doesn't make much sense for a ship to move less if loaded with an army...

    I've tries setting a hidden trait and a trigger but that did't do the trick.



    Trait FixSpeedLoadedShips
    Characters admiral
    Hidden

    Level Fix_Speed_Loaded_Ships
    Description Fix_Speed_Loaded_Ships_desc
    EffectsDescription Fix_Speed_Loaded_Ships_effects_desc
    Threshold 1

    Effect MovementPoints 200

    ;--------------------------------------------------

    Trigger fix_speed_loaded_ships
    WhenToTest CharacterTurnStart

    Condition AgentType = admiral
    and not Trait FixSpeedLoadedShips = 1

    Affects FixSpeedLoadedShips 1 Chance 100


  9. #9

    Default Re: Question on script

    Quote Originally Posted by krolyn View Post
    And just another question,.
    Is it possible to correct the ship's movement points? It doesn't make much sense for a ship to move less if loaded with an army...
    There is a exploit to get full movement by selecting 2 ships or more with strg + a or something like that... and the rest is hardcoded afaik. Look around, there should be a topic just about that in the last few pages (search function).

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