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  1. #1
    ccllnply's Avatar Tribunus
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    Default Creating own Triggers

    Can someone tell me how I can create my own triggers please


  2. #2
    makanyane's Avatar Praeses
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    Default Re: Creating own Triggers

    for traits, ancillaries or scripting?

    For traits and ancillaries look at existing files, make sure you put new triggers in same format as existing ones, make sure each trigger has a unique name (trigger name can be anything you like - it doesn't have to be referenced anywhere else). Look at existing ones to find examples of what conditions and effects can be used.

    If you want help to do a specific thing with a trigger please post a bit more information.

  3. #3
    ccllnply's Avatar Tribunus
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    Default Re: Creating own Triggers

    I meant for traits and I wanted the trait to be if a general conquer a certain city Thanks


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    makanyane's Avatar Praeses
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    Default Re: Creating own Triggers

    Example of existing trigger:
    Trigger triumphs1
    WhenToTest GeneralCaptureSettlement

    Condition not CultureType roman

    Affects VictorOthersVirtue 1 Chance 100
    Affects HunnicFearsomeness 1 Chance 15
    Affects VictorOthersVirtue 1 Chance 30
    so you should be able to use GeneralCaptureSettlement as when to test, but I'm not sure about linking it to a specific settlement - there is a scripting condition
    SettlementName
    you could try using that in condition like;
    Trigger new_trigger
    WhenToTest GeneralCaptureSettlement

    Condition SettlementName region_name

    Affects .......
    I have no idea if it will work - make sure you give the affect 100% chance of getting a visible trait so you can see if it works and test it..

    Failing that you need advice from some-one cleverer, or try searching forums for any similar questions and / or looking at export_descr_character_traits in any mods you've downloaded to see if you can find similar.

  5. #5
    ccllnply's Avatar Tribunus
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    Default Re: Creating own Triggers

    Thanks is that the only file I need to put it in


  6. #6
    Squid's Avatar Opifex
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    Default Re: Creating own Triggers

    Provided you've set up the trait itself correctly yes, the only file that triggers have anything to do with are the EDCT file.
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  7. #7
    ccllnply's Avatar Tribunus
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    Default Re: Creating own Triggers

    When it says region name is that the provence or the city


  8. #8

    Default Re: Creating own Triggers

    The city.

  9. #9
    ccllnply's Avatar Tribunus
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    Default Re: Creating own Triggers

    It works thanks lads but another one I wanted to make was if a general destroys a faction I'm not should if that ones possible


  10. #10
    makanyane's Avatar Praeses
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    Default Re: Creating own Triggers

    Trigger triumphs5
    WhenToTest LeaderDestroyedFaction

    Condition not CultureType roman

    Affects VictorOthersVirtue 10 Chance 100
    Affects HunnicFearsomeness 1 Chance 50
    from BI - don't know if it works or not....

  11. #11
    ccllnply's Avatar Tribunus
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    Default Re: Creating own Triggers

    Thanks I'll give you rep but just one more do you know of a trigger if a general has been in a settlement for a certain time


  12. #12
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    Default Re: Creating own Triggers

    There is no trigger (i.e. condition to test for this) but you can make a hidden traits that keeps track of the number of turns a character is in a settlement and then use a trigger that tests for that trait having a certain value.

    You need two traits a positive and a negative trait so that you can reset the counter.
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  13. #13
    ccllnply's Avatar Tribunus
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    Default Re: Creating own Triggers

    Is there an example?


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