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Thread: Trait for general who destroys faction

  1. #1

    Default Trait for general who destroys faction

    Hello.

    I was wondering if the monitor "GeneralCaptureSettlement" works together with the "I_NumberOfSettlements X = 0" condition for the sake of determining that the general was responsible for destroying the X faction. I intended for this association to result in a special trait being granted to the general.

    On another note, I heard that the "LeaderDestroyedFaction" monitor doesn't work at all. Is that true? Is there a way to get it to work?

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Trait for general who destroys faction

    GeneralCaptureSettlement fires after the settlement has changed ownership so the I_NumberOfSettlements X = 0 will work to check if the faction is 'dead' if it owned the settlement. It will also work every time after that and independently from which settlement was captured. The event doesn't export the target faction afaik so it's really difficult to get something together.

    And yes, the LeaderDestroyedFaction event doesn't work. For more stuff that doesn't work as advertised check here.










  3. #3
    Callistonian's Avatar Ducenarius
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    Default Re: Trait for general who destroys faction

    GeneralCaptureSettlement does export target_faction, so you can say (in EDCT):

    Code:
    Trigger trigger_name_1
    WhenToTest GeneralCaptureSettlement
    Condition TargetFactionType england
       and I_NumberOfSettlements england < 1
       Affects SpecialTrait 1 Chance 100
    Remember that all you're really testing here is that this general captured england's last settlement - they haven't necessarily killed the england faction unless england is a non-horde "yes" or "teutonic" family tree faction (horde or "no" family tree factions can survive with no regions).

  4. #4
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Trait for general who destroys faction

    In the SSHIP there's a script using event CeasedFactionLeader

    Code:
    ;=======================================================================;----- Faction Killer --------------------------------------------------
    ;=======================================================================
    ; the EventCounters are developed in the script.txt
     
    ;------------------------------------------
    Trigger TriumphsOverFaction_venice
     WhenToTest CharacterTurnEnd
    
    
     Condition IsFactionLeader
           and I_EventCounter Ceased_venice = 1
    
    
     Affects FactionKiller 10 Chance 100
    
    
    ;------------------------------------------
    Trigger TriumphsOverFaction_sicily
     WhenToTest CharacterTurnEnd
    
    
     Condition IsFactionLeader
           and I_EventCounter Ceased_sicily = 1
    
    
     Affects FactionKiller 10 Chance 100
    Code:
        ;======================================================================================================
        ;------- FL Faction Killer
        ;
        ; used in EDCT only once for each event. In the future a pop-out window or a special trait for each may be developed for role-playing.
    
    
        monitor_event PreFactionTurnStart TrueCondition
            set_event_counter Ceased_venice 0
            set_event_counter Ceased_sicily 0
            set_event_counter Ceased_abbasid 0
            set_event_counter Ceased_pisa 0
            set_event_counter Ceased_papal_states 0
            set_event_counter Ceased_denmark 0
            set_event_counter Ceased_egypt 0
            set_event_counter Ceased_scotland 0
            set_event_counter Ceased_cumans 0
            set_event_counter Ceased_mongols 0
            set_event_counter Ceased_turks 0
            set_event_counter Ceased_rum 0
            set_event_counter Ceased_france 0
            set_event_counter Ceased_hre 0
            set_event_counter Ceased_england 0
            set_event_counter Ceased_portugal 0
            set_event_counter Ceased_poland 0
            set_event_counter Ceased_byzantium 0
            set_event_counter Ceased_moors 0
            set_event_counter Ceased_russia 0
            set_event_counter Ceased_spain 0
            set_event_counter Ceased_hungary 0
            set_event_counter Ceased_aragon 0
            set_event_counter Ceased_lithuania 0
            set_event_counter Ceased_kievan_rus 0
            set_event_counter Ceased_serbia 0
            set_event_counter Ceased_georgia 0
            set_event_counter Ceased_norway 0
            set_event_counter Ceased_jerusalem 0
            set_event_counter Ceased_zengid 0
        end_monitor
    
    
        monitor_event CeasedFactionLeader FactionType venice
            set_event_counter Ceased_venice 1
        end_monitor
    
    
        monitor_event BecomesFactionLeader FactionType venice
            set_event_counter Ceased_venice 0
        end_monitor

  5. #5

    Default Re: Trait for general who destroys faction

    Quote Originally Posted by Callistonian View Post
    GeneralCaptureSettlement does export target_faction, so you can say (in EDCT):

    Code:
    Trigger trigger_name_1
    WhenToTest GeneralCaptureSettlement
    Condition TargetFactionType england
       and I_NumberOfSettlements england < 1
       Affects SpecialTrait 1 Chance 100
    Remember that all you're really testing here is that this general captured england's last settlement - they haven't necessarily killed the england faction unless england is a non-horde "yes" or "teutonic" family tree faction (horde or "no" family tree factions can survive with no regions).
    Oh excelent. This is exactly what I needed. Thanks.

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