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  1. #1

    Default (Question) Traits and Modding

    Hey Everyone I am just curious about character traits and to what extents they can be modded.

    Can a trait be modded so that after a specific building is built all new Generals within a faction will get a specific custom trait. Can this be done with just the DB tables or will I have to get into the scripts as well?

    Thanks in advance for any help.

  2. #2
    Inevitability won
    Patrician Citizen

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    Mar 2010
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    Default Re: (Question) Traits and Modding

    Yes your example is definitely possible.

    If you're planning to add new traits, then you're going to need to add some script anyway, that's how all traits are given and also how it is decided if a trait should be given.

  3. #3

    Default Re: (Question) Traits and Modding

    Thank you for your quick reply Mitch. Do you know of any tutorials on creating customs traits and how to implement them?

  4. #4
    Inevitability won
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    Default Re: (Question) Traits and Modding

    Well the Assembly Kit (not yet released for Attila) has a very nice form that allows you to create traits quickly and easily, however you still need to know some scripting to set up the conditions for when those traits are given.

    I don't know of any specific tutorials for making traits, at least not off the top of my head, but there is probably one for at least one of the games, ETW, NTW, STW2 or RTW2; making traits is the same for all of these games so if you can find a tutorial for one of them it should be easily transferable information for Attila.

    Ultimately though to make a trait, you only need a very small amount of very simple tables to define the trait itself:
    character_trait_levels_tables
    character_traits_tables
    trait_categories_tables
    trait_info_tables
    trait_level_effects_tables


    Then of course you need the character_trait_levels.loc file to go with that for the names and descriptions, and of course you'll need to use the export_triggers.lua scripting file which is where you define how and when a trait may be given to a character.

  5. #5

    Default Re: (Question) Traits and Modding

    Awesome thanks for your help Mitch!

  6. #6

    Default Re: (Question) Traits and Modding

    Hey I have one more question about scripting. If I have two sets of general varientmeshes can I make a script that says after "x" is built use set 2 of the general varientmeshes?

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