@ivan
yeah, something like that may be better, I'll rework this part, using some excel functions might make changes quicker.
scripts are extremly simple and have same structure of the Intigues' one, but they are very very long (due to a lot of possibilities and effects).
I'm quite sure they could be done similar to your people trust style.
I didn't do this way yet 'cause I knew I would have lost more time since something surely wouldn't have been in the right place
This is what I mean by people trust style
Code:
-- *** REMOVE EFFECT
function AeF_03_econ_ResetEffects(faction_name)
for i = 1, #SEGMENT_LOWER_BOUNDS
do
local effect = "AeF_03_econ_" .. tostring(i);
scripting.game_interface:remove_effect_bundle(effect, faction_name);
end
end
-- *** APPLY EFFECT
function AeF_03_econ_ApplyEffects(faction_name)
local k = 1;
for i = 1, #SEGMENT_LOWER_BOUNDS do
if AeF_03_econ_trust >= SEGMENT_LOWER_BOUNDS[i] and AeF_03_econ_trust <= SEGMENT_UPPER_BOUNDS[i]
then
local effect = "AeF_03_econ_" .. tostring(k);
scripting.game_interface:apply_effect_bundle(effect, faction_name, 2);
segment = k
return
end
k = k + 1;
end
end
I have problems with randomseeds again, think also for the Intrigue script, seems the pattern is always the same, I'll have to do a couple of tests (that's why you'll find some math.random(1,1000); here and there).
For Policy Outcomes I still have to do the turn function. Scripts is 99% similar to the Intrigues' one.
@nikos
yep, that one, reminds me my grandma's wall paintings
It's not easy to do something having a beautiful graphic, but if we stay inside the "easy way" I've done for the Policy Outcomes one think they'll be good enough.
I can accept any style, but it has to be coherent and above all, not sponged.